











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Effects Under Actors 1.7.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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 Rebalancing 1.3.0Places a significant damage malus on certain bosses that became absurdly over-deadly with the changes in versions 1.6 and 1.7. Affected bosses:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 41 / 47% |
Size | big |
Lifes / Deaths | Killed by mountain troll thunderer at level 34 on the 2nd Dusk 123rd year of Ascendancy at 08:49 5 / 2Killed by Xerota the worm that walks at level 36 on the 27th Dusk 123rd year of Ascendancy at 11:05 |
Primary Stats
Strength | 100 (base 60) |
Dexterity | 36 (base 10) |
Constitution | 43 (base 34) |
Magic | 10 (base 10) |
Willpower | 68 (base 32) |
Cunning | 79 (base 53) |
Resources
Life | 1504/1504 |
Stamina | 420/420 |
Equilibrium | 30 |
Healing Factor | 1.2397742564935 |
Regeneration | 13.772995849544 |
Speed
Mental | +12.02863780958% |
Attack | +12.02863780958% |
Movement | +49.54510541169% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 7 |
See Stealth | 61.947867942376 |
See Invisible | 61.947867942376 |
Offense: Mainhand
Damage | 199 |
Accuracy | 55 |
Crit Chance | 73% |
APR | 25 |
Speed | 0.89 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 39% |
Speed | 0.8926289023524 |
Offense: Damage Bonus
Acid | +22% |
Blight | +22% |
Physical | +22% |
Cold | +22% |
All | +2% |
Lightning | +22% |
Darkness | +32% |
Fire | +22% |
Nature | +46% |
Offense: Damage Penetration
Acid | +30% |
Blight | +30% |
Physical | +30% |
Cold | +30% |
Darkness | +30% |
Light | +15% |
Lightning | +30% |
Mind | +5% |
Fire | +30% |
Nature | +50% |
Defense: Base
Armour (hardiness) | 44.822632359423 (87.807182003187%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 16 |
Physical Save | 42 |
Spell Save | 31 |
Mental Save | 50 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 47%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 24%( 70%) |
All | + 10%( 70%) |
Lightning | + 23%( 70%) |
Physical | + 21%( 70%) |
Darkness | + 28%( 70%) |
Fire | + 29%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 25% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Poison Resistance | 85% |
Blind Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 240 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 494 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Elemental Harmony |
talent | Icy Skin |
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 |
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 successfully escorted the desperate necromancer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: desperate necromancer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +8. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved Willpower by +8. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +8. | done |
You abandoned lost soldier, to death. Escort: lost soldier (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost spellblade to the recall portal on level 4 of Dreadfell. Escort: lost spellblade (level 4 of Dreadfell)As a reward you improved Dexterity by +8. | done |
You successfully escorted the stranded daemon-powered to the recall portal on level 2 of Daikara. Escort: stranded daemon-powered (level 2 of Daikara)As a reward you improved Strength by +8. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +8. | done |
You successfully escorted the unfocused psion to the recall portal on level 3 of Dreadfell. Escort: unfocused psion (level 3 of Dreadfell)As a reward you improved Cunning by +8. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 288. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | 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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +3 Con ----- def ----- Armour +4 Fatigue +3% Rush: Puts all charms on 22 cooldown Level 2.6 Pwr.cost 22 out of 25/25. Range 7 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 [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) ----- def ----- Max.HP +60.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +6 Str +6 Dex ----- def ----- Armour +3 Fatigue +3% Resists +8% acid +8% fire +6% lightning +7% cold Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 383.9 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | ![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +5 Str +4 Wil dps ---------- Phys.crit +7.0% Mind.crit +5% Res.pen +15% light ----- def ----- Resists +6% blight ---------- misc Stam/turn +3.00 Max.stam +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% 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. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Resists +8% nature +9% blight Poison- +13% Disease- +13% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +5% mind Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 60% * 10% chance to reduce all saves and defense by 32 ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.psi +20.00 Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 63.0 - 94.5 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: ----- def ----- Armour +8 Fatigue +5% Resists +12% blight +5% darkness +17% arcane Affinity +9% nature Spell.save +16 (+8 eff.) Mind.save +11 (+3 eff.) Max.HP +55.00 ---------- misc Masteries +0.20 Wild-gift/Antimagic 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. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +10 Str +3 Con ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +12% darkness +7% physical Max.HP +42.00 ---------- misc Light +1 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+9 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Str ----- def ----- Resists +13% nature +11% blight Poison- +22% Disease- +22% Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. 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 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +15% arcane +10% lightning Melee Ret 10 cold ----- def ----- Resists +5% arcane +15% lightning Phys.save +14 (+4 eff.) Spell.save +16 (+8 eff.) Mind.save +15 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% acid +25% cold Melee Ret 6 cold ----- def ----- Resists +24% lightning +9% cold +24% acid Stun/Frz- +43% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +3 Wil +4 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 Poison- +20% Disarm- +10% Confus- +20% ---------- misc Stam/turn +0.50 Masteries +0.24 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +8 Lck dps ---------- Crit.mult +12.00% Acc +15 (+4 eff.) Apr +16 ----- def ----- Defense +9 (+5 eff.) Unseen.red 12% Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +1% Crit.mult +10.00% Dmg.mod +3% mind Res.pen +25% mind ----- def ----- Resists +2% physical Phys.save +3 (+1 eff.) Max.HP +40.00 Disarm- +40% Pinning- +42% Knockbk- +28% ---------- misc Stam/turn +3.00 Max.stam +20.00 Infravis +2 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% nature +9% temporal Res.pen +5% acid Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 60% * 20% chance to reduce armor by 10% ----- def ----- Resists +26% nature Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.49 cold and 20.49 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: 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? |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +31% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +15% light ----- def ----- Resists +30% light Mind.save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Melee+ 16 physical Ranged+ 13 physical On Hit (Melee): * 18% chance to reduce all saves and defense by 32 On Hit (Ranged): * 13% chance to reduce all saves and defense by 32 ----- def ----- Mind.save +12 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +14 (+7 eff.) ---------- misc Max.stam +19.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +13 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 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 108% 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 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Cun +6 Dex dps ---------- Acc +9 (+2 eff.) ----- def ----- Max.HP +66.00 HP.reg +10.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +49.00 HP.reg +13.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +8 Resists +22% lightning Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +36.00 Disarm- +27% Pinning- +24% Knockbk- +28% Rings make your fingers look great! |
![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master Power 68.5 - 102.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +12 blight +4 light On Crit.r2 +12 cold On Hit: 20% Epidemic 4 On Hit: 20% Curse of Vulnerability 4 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Dmg.mod +12% light Res.pen +5% cold ----- def ----- Disease- +35% Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Master Power 67.5 - 101.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Dex +1 Mag dps ---------- Res.pen +27% physical Acc +20 (+5 eff.) Apr +14 ----- def ----- Crit.dmg- 15.00% ---------- misc Infravis +3 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 73.5 - 117.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +4 darkness On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +4 Con dps ---------- Phys.crit +14.0% Melee Ret 4 physical ----- def ----- Phys.save +12 (+4 eff.) Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Rare] Master Power 64.5 - 103.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: ----- def ----- Resists +6% acid +12% lightning +12% darkness +6% mind Phys.save +6 (+2 eff.) Blind- +20% Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Random Unique] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +110 fire While equipped: Stats +17 Mag +18 Wil +1 Con dps ---------- Phys.crit +8.0% All.spd +16% Res.pen +21% fire Acc +17 (+4 eff.) Melee Ret 6 lightning ----- def ----- Resists +12% acid +6% blight +5% arcane +9% darkness Max.HP +72.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-10 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+3 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +18% Crit.mult +11.00% Spell.pwr +29 (+6 eff.) Dmg.mod +30% fire ---------- misc Mana/turn +0.83 Max.mana +61.00 Light +3 See.Invis +6 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold +13% physical Res.pen +12% physical ----- def ----- Resists +12% acid +3% fire +3% light +15% cold A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Con dps ---------- Phys.pwr +15 (+4 eff.) Spell.pwr +5 (+2 eff.) Dmg.mod +18% physical Acc +10 (+3 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +16 Resists +6% lightning Mind.save +10 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Resists +6% acid +7% fire +7% lightning +7% cold Phys.save +11 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +5 Wil +10 Cun +5 Lck dps ---------- Against +27% Summoned ----- def ----- D.Red.from +15% Summoned Stealth +7 ---------- misc T.Disarm +13 Infravis +5 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +2.0% Crit.mult +16.00% Dmg.mod +6% physical Acc +28 (+7 eff.) Apr +13 ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +9% cold Stealth +10 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 T4 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +6 (+2 eff.) Dmg.mod +12% blight Melee Ret 8 temporal ----- def ----- Resists +15% temporal +13% all Mind.save +27 (+9 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: ----- def ----- Resists +7% blight +7% all Max.HP +46.00 HP.reg +1.70 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 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 T4 cloth armor [Ego+] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +8% blight +13% all Spell.save +15 (+8 eff.) Max.HP +58.00 HP.reg +3.70 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +2% Spell.pwr +21 (+4 eff.) Dmg.mod +11% temporal +11% arcane +9% all ----- def ----- Resists +13% all ---------- misc Max.mana +45.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +8% nature ----- def ----- Resists +13% all Poison- +27% Disease- +41% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +3% fire ----- def ----- Armour +3 Fatigue +2% Resists +6% mind ---------- misc Stam/turn +1.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Armour +3 Fatigue +2% Resists +3% lightning +7% fire +8% cold ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +5% fire +6% cold A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +8 Dex +2 Mag +3 Cun ----- def ----- Armour +2 Fatigue +3% Resists +9% darkness Phys.save +8 (+2 eff.) ---------- misc Cooldown Double Strike -1 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+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Melee+ 7 physical Dmg.mod +4% physical Acc +6 (+2 eff.) Apr +8 ----- def ----- Armour +8 Fatigue +3% Resists +5% blight Spell.save +8 (+4 eff.) 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 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Cun +1 Mag ----- def ----- Armour +3 Fatigue +5% Resists +7% light +7% darkness ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 32.92 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 51 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. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +15% light +15% mind +10% arcane HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 17 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +6% mind +15% cold +3% darkness +7% nature Spell.save +6 (+3 eff.) Max.HP +58.00 Heal.mod +18% ---------- misc Max.hate +8.00 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 383.9 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +10 Str dps ---------- Dmg.mod +3% nature Melee Ret 4 light On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% physical +23% darkness +3% light HP.reg +2.50 ---------- misc Stam/turn +0.90 Light +3 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +26% blight +16% darkness +19% lightning ---------- misc Light +1 A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 11 acid 11 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +11 Fatigue +22% Resists +17% lightning +17% fire +12% acid A suit of armour made of metal plates. |
![]() 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 233.64 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 13 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+6 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 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: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 60% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 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 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +2 Str +1 Dex +1 Con dps ---------- On Melee Ret: * 28% chance to reduce strength, dexterity, and constitution by 5 * 26% chance to reduce damage dealt by 26% ----- def ----- Resists +3% physical Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +6% fire +12% blight Res.pen +10% acid Melee Ret 8 fire On Hit (Melee): * 10% chance to reduce armor by 10% ----- def ----- Resists +15% acid Sting an enemy dealing 669 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Mind.crit +5% Dmg.mod +6% mind ----- def ----- Resists +12% mind Mind.save +6 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Create a shield absorbing up to 422 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Geon the Cornac Wyrmic level 33
44th Pyre 123rd year of Ascendancy at 15:04 see stats
By Geon the Cornac Wyrmic level 33
39th Pyre 123rd year of Ascendancy at 11:52 see stats
By Geon the Cornac Wyrmic level 39
43rd Dusk 123rd year of Ascendancy at 01:42 see stats
By Geon the Cornac Wyrmic level 30
59th Regrowth 123rd year of Ascendancy at 05:12 see stats
By Geon the Cornac Wyrmic level 38
39th Dusk 123rd year of Ascendancy at 17:28 see stats
By Geon the Cornac Wyrmic level 39
58th Haze 123rd year of Ascendancy at 13:10 see stats
By Geon the Cornac Wyrmic level 24
17th Regrowth 123rd year of Ascendancy at 06:37 see stats
By Geon the Cornac Wyrmic level 19
57th Haze 122nd year of Ascendancy at 23:13 see stats
By Geon the Cornac Wyrmic level 19
57th Haze 122nd year of Ascendancy at 04:35 see stats
By Geon the Cornac Wyrmic level 29
43rd Regrowth 123rd year of Ascendancy at 06:41 see stats
By Geon the Cornac Wyrmic level 21
73rd Haze 122nd year of Ascendancy at 16:45 see stats
By Geon the Cornac Wyrmic level 30
68th Regrowth 123rd year of Ascendancy at 06:14 see stats
By Geon the Cornac Wyrmic level 10
8th Mirth 122nd year of Ascendancy at 10:13 see stats
By Geon the Cornac Wyrmic level 20
57th Haze 122nd year of Ascendancy at 23:13 see stats
By Geon the Cornac Wyrmic level 30
51st Regrowth 123rd year of Ascendancy at 04:15 see stats
By Geon the Cornac Wyrmic level 40
7th Decay 123rd year of Ascendancy at 21:30 see stats
By Geon the Cornac Wyrmic level 30
68th Regrowth 123rd year of Ascendancy at 06:57 see stats
By Geon the Cornac Wyrmic level 29
35th Regrowth 123rd year of Ascendancy at 04:01 see stats
By Geon the Cornac Wyrmic level 25
26th Regrowth 123rd year of Ascendancy at 17:04 see stats
By Geon the Cornac Wyrmic level 15
57th Dusk 122nd year of Ascendancy at 16:38 see stats
By Geon the Cornac Wyrmic level 38
40th Dusk 123rd year of Ascendancy at 00:29 see stats
By Geon the Cornac Wyrmic level 11
1st Summertide 122nd year of Ascendancy at 06:04 see stats
By Geon the Cornac Wyrmic level 23
1st Regrowth 123rd year of Ascendancy at 17:24 see stats
By Geon the Cornac Wyrmic level 17
66th Dusk 122nd year of Ascendancy at 09:30 see stats
By Geon the Cornac Wyrmic level 40
38th Regrowth 124th year of Ascendancy at 14:04 see stats
By Geon the Cornac Wyrmic level 23
1st Regrowth 123rd year of Ascendancy at 04:13 see stats
By Geon the Cornac Wyrmic level 27
28th Regrowth 123rd year of Ascendancy at 21:56 see stats
By Geon the Cornac Wyrmic level 17
65th Dusk 122nd year of Ascendancy at 09:01 see stats
By Geon the Cornac Wyrmic level 32
39th Pyre 123rd year of Ascendancy at 02:52 see stats
By Geon the Cornac Wyrmic level 35
16th Dusk 123rd year of Ascendancy at 15:01 see stats
Log
Talent Infusion: Wild is ready to use.
Rested for 7 turns (stop reason: all resources and life at maximum).
Talent Giant Leap is ready to use.
There is a Exploratory Farportal exit here (press '' or right click to use).
There is a Exploratory Farportal exit here (press '' or right click to use).
Your rod of recall shakes, a portal appears beneath you.
Ran for 43 turns (stop reason: interesting terrain).
You gain 0.45 gold from the transmogrification of self-loading pouch of stralite shots of corruption (24/24, 44-52 power, 5 apr).
You gain 1.23 gold from the transmogrification of Growthwreck the pouch of voratun shots (22/22, 64-76 power, 6 apr).
You gain 1.00 gold from the transmogrification of Mummified Egg-sac of Ungolë.
You gain 0.40 gold from the transmogrification of inquisitor's quiver of elven-wood arrows of annihilation (20/20, 56-78 power, 23 apr).
You gain 2.34 gold from the transmogrification of Belonne (0 def, 19 armour, 32-39 power, 121 block).
You gain 0.58 gold from the transmogrification of drakeskin leather armour of command (28 def, 16 armour).
You gain 0.56 gold from the transmogrification of hardened voratun mail armour (5 def, 17 armour).
You gain 0.89 gold from the transmogrification of brawler's drakeskin leather gloves of strength (+6) (0 def, 3 armour).
You gain 1.67 gold from the transmogrification of Scorpion's Tail (28-31 power, 8 apr).
You gain 0.61 gold from the transmogrification of quick voratun waraxe of crippling (40-57 power, 6 apr).
You gain 0.48 gold from the transmogrification of quick iron waraxe of evisceration (12-16 power, 2 apr).
You gain 0.58 gold from the transmogrification of gifted living mindstar of sand (17-19 power, 40 apr, nature damage).
You gain 0.33 gold from the transmogrification of gifted living mindstar of resolve (16-18 power, 40 apr, mind damage).
You gain 3.17 gold from the transmogrification of Obsidiantyphoon (12-13 power, 32 apr, nature damage).
You gain 3.64 gold from the transmogrification of Beluwyn the Pureclash (36-51 power, 5 apr).
You gain 2.43 gold from the transmogrification of Zubotta (20-27 power, 7 apr).
You gain 0.15 gold from the transmogrification of blink rune (range 4; phase 10; cd 18).
You gain 0.10 gold from the transmogrification of wild infusion (res 20%; mental, physical; dur 4; cd 11).
There is a teleportation circle to the surface 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.