










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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:
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 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 50 / 1623% |
Size | huge |
Lifes / Deaths | Killed by Big Mad at level 34 on the 76th Dusk 123rd year of Ascendancy at 01:49 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 167.27273363053 (base 60) |
Dexterity | 39.545467261063 (base 13) |
Constitution | 74.545467261063 (base 36) |
Magic | 35.272733630532 (base 12) |
Willpower | 95.545467261064 (base 60) |
Cunning | 94.545467261064 (base 60) |
Resources
Life | 1708/1708 |
Hate | 53/106 |
Equilibrium | 30 |
Healing Factor | 1.2125665195971 |
Regeneration | 5.1534077082875 |
Speed
Mental | +30% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 4 |
See Stealth | 18 |
See Invisible | 51.545467261064 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 269 |
Accuracy | 47 |
Crit Chance | 98% |
APR | 27 |
Speed | 0.77 |
Offense: Offhand
Damage | 170 |
Accuracy | 47 |
Crit Chance | 101% |
APR | 25 |
Speed | 0.77 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 96 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Acid | +16% |
Temporal | +10% |
Blight | +22% |
Physical | +71% |
All | +7% |
Offense: Damage Penetration
Blight | +15% |
Darkness | +40% |
Physical | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 107.25579532785 (100%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 45 |
Mental Save | 68 |
Defense: Resistances
Acid | + 67%( 70%) |
Blight | + 60%( 70%) |
Arcane | + 43%( 70%) |
Cold | + 56%( 70%) |
All | + 29%( 70%) |
Physical | + 60%( 72%) |
Lightning | + 70%( 70%) |
Light | + 63%( 70%) |
Temporal | + 42%( 70%) |
Mind | + 64%( 70%) |
Darkness | + 76%( 76%) |
Fire | + 70%( 70%) |
Nature | + 54%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Disarm Resistance | 48% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 93% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 683 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 48% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 376 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 253 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Repel |
talent | Savage Hunter |
talent | Gloom |
talent | Antimagic Shield |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.3)Penalty : Fractured Sanity: -12% Mind Resistance, -16% Confusion Immunity Power 1+: Unleashed: +15% critical damage, +17% off-hand weapon damage Power 2+: -1 Luck, +9 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 72% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 11.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +9 Darkness Resistance, +6% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.3)Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +12% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 19 turns, retch (level 3) when you fall below 46% health Power 4+: Reprieve from Death: Humanoids you slay have a 40% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.3)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 64 mind and 64 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 113 Mind damage, and deal 113 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+35% chance to avoid traps). Power 2+: -1 Luck, +5 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+9% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 37% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You failed to protect the injured seer from death by Yvavena the poison ivy. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Velona the snow giant. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by skeleton archer. Escort: repented thief (level 2 of Dreadfell) | failed |
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 gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by giant blue ant. Escort: temporal explorer (level 3 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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 Shax 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin 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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% Curse of Shrouds These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Wil dps ---------- Phys.crit +6.0% Crit.mult +16.00% Phys.pwr +9 (+1 eff.) ----- def ----- Resists +3% acid +6% darkness Spell.save +12 (+4 eff.) Max.HP +54.00 Heal.mod +5% Blind- +50% Confus- +44% ---------- misc Light +11 See.Stealth +18 See.Invis +24 Track: Puts all charms on 40 cooldown Level 5.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +17 Lck dps ---------- Phys.crit +6.0% Spell.crit +7% Mind.crit +7% Dmg.mod +6% blight +3% temporal Res.pen +15% blight ----- def ----- Armour +12 Defense +8 (+2 eff.) Fatigue +5% Resists +9% blight +3% temporal +22% mind +4% all Phys.save +11 (+3 eff.) Mind.save +30 (+8 eff.) Confus- +42% Curse of Corpses A cap made of leather. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +5 Wil +5 Con dps ---------- Dmg.mod +9% acid ----- def ----- Armour +13 Fatigue +5% Resists +15% mind +5% arcane Die.at -40.00 life HP.reg +4.00 Disarm- +48% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +15% darkness On Hit (Melee): * 21% chance to slow global speed by 78% ----- def ----- Resists +6% acid +5% arcane +24% cold +21% nature +24% lightning Sting an enemy dealing 599 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% blight +40% physical Res.pen +15% physical ----- def ----- Defense +15 (+4 eff.) Resists +16% physical +12% fire Phys.save +9 (+2 eff.) ---------- misc Max.stam +30.00 Curse of Corpses Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 I Can Carry The World! You have set the ring to grant you I Can Carry The World!! Curse of Madness A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +9 (+1 eff.) Phys.spd +10% Dmg.mod +9% physical Res.pen +25% darkness Melee Ret 4 darkness 8 arcane ----- def ----- Resists +28% lightning +18% light +19% darkness Blind- +43% Stun/Frz- +45% Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 waraxe 1H weapon [Random Unique] Master Power 55.0 - 77.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 arcane On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Mag dps ---------- Phys.crit +24.0% Spell.crit +2% Crit.mult +50.00% Spell.pwr +10 (+5 eff.) Apr +14 Melee Ret 8 blight ---------- misc Mana/turn +0.08 Curse of Corpses One-handed war axes. |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) Confus- +20% Curse of Madness A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | ![]() 3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 40% Wil, 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 (+10 eff.) Atk.evade +10% Curse of Corpses This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +5 Str +8 Dex +4 Cun dps ---------- Crit.mult +20.88% Mind.pwr +10 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +6.00 Light +2 See.Invis +21 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+2 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+4 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Curse of Madness Dominate: Level 4.5 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 6 turns and vulnerable to attacks. They will lose 20 Armour, 30 Defense and your attacks will gain 39% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 249 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 808% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 790% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +7 Cun +9 Con dps ---------- Mov.spd +10% Dmg.mod +3% lightning Res.pen +25% darkness Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 38% ----- def ----- Fatigue -12% Resists +18% lightning HP.reg +8.00 Blind- +24% ---------- misc Stam/turn +0.70 Infravis +7 Sight +2 See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Res.pen +20% light Melee Ret 10 mind ----- def ----- Defense +20 (+5 eff.) Resists +15% mind +6% fire +25% light +26% darkness Blind- +44% Pinning- +20% ---------- misc Max.hate +10.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Acc +10 (+3 eff.) Apr +5 ----- def ----- Defense +20 (+5 eff.) Resists +14% temporal Pinning- +26% Knockbk- +32% ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +30% nature Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 78% ----- def ----- Resists +5% arcane +22% fire +18% nature +22% cold Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% mind Res.pen +20% mind +10% nature On Hit (Melee): * 20% chance to slow global speed by 78% ----- def ----- Resists +3% nature +9% mind Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +15% fire +17% cold ---------- misc Masteries +0.14 Cursed/Gloom Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +15.00% Acc +8 (+3 eff.) Apr +16 ----- def ----- Resists +21% fire +15% cold Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +14% light +15% darkness Blind- +21% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +8 Str +7 Dex +6 Wil dps ---------- Crit.mult +12.00% Spell.pwr +11 (+6 eff.) Dmg.mod +8% blight +12% fire Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Str +7 Con dps ---------- Phys.pwr +13 (+2 eff.) Dmg.mod +20% light ----- def ----- Resists +6% mind +2% physical +12% darkness +40% light Crit.chn- 15.00% Max.HP +46.00 Disarm- +48% Pinning- +42% Stun/Frz- +20% Knockbk- +50% Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Phys.crit +6.0% Res.pen +25% mind +15% physical Apr +11 ----- def ----- Armour +12 Mind.save +11 (+3 eff.) Confus- +38% Curse of Corpses Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! Curse of Nightmares This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique Curse of Nightmares A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+2 eff.) Max.HP +52.00 HP.reg +8.00 Heal.mod +11% Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun ----- def ----- Defense +12 (+3 eff.) Max.HP +58.00 HP.reg +17.00 Heal.mod +16% Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +18% physical ----- def ----- Resists +18% physical Spell.save +16 (+5 eff.) ---------- misc Max.stam +16.00 Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +7 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Mind.pwr +14 (+3 eff.) Dmg.mod +10% all Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +7 Mag +6 Wil dps ---------- Phys.pwr +18 (+3 eff.) Spell.pwr +20 (+9 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +24% lightning +6% mind +8% all ----- def ----- Armour +10 Resists +5% physical Die.at -60.00 life ---------- misc See.Invis +12 Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Cun +10 Dex dps ---------- Acc +13 (+4 eff.) Melee Ret 4 arcane ----- def ----- Armour +12 Resists +6% physical +15% temporal +6% fire Phys.save +18 (+5 eff.) Die.at -40.00 life Disease- +20% Disarm- +20% Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Normal] Curse of Corpses Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 HP.reg +3.00 Stun/Frz- +20% Curse of Madness Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Arcane/Master While equipped: Stats +7 Str dps ---------- Phys.pwr +13 (+2 eff.) Spell.pwr +11 (+6 eff.) Mind.pwr +11 (+2 eff.) ----- def ----- Armour +14 Curse of Misfortune Rings make your fingers look great! |
![]() 3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Curse of Nightmares Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 T1 longsword 1H weapon [Rare] Nature Power 11.0 - 15.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Con +6 Wil dps ---------- Dmg.mod +3% cold ----- def ----- Defense +5 (+1 eff.) Resists +3% acid +6% temporal Max.HP +17.00 Heal.mod +20% Disarm- +10% Curse of Nightmares Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Master Power 50.5 - 70.7 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 mind On Crit.r2 +12 acid On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +28.0% Phys.pwr +12 (+2 eff.) Dmg.mod +9% mind +12% nature Res.pen +5% nature On Hit (Melee): * 21% chance to reduce all saves and defense by 48 Curse of Shrouds Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 60% Wil, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+6 eff.) Confus- +30% Stun/Frz- +10% Curse of Madness It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
![]() 3.0 T1 longsword 1H weapon [Rare] Disrupt Power 11.0 - 15.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Cun ----- def ----- Resists +8% acid +6% light +11% lightning +9% fire +8% cold +3% all Spell.save +6 (+2 eff.) Poison- +20% Teleport- +10% ---------- misc Hate/m.crit +1.00 Curse of Madness Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Psionic Power 27.0 - 37.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 mind On Hit: * 18% chance to reduce all saves and defense by 48 While equipped: Stats +3 Cun +1 Wil dps ---------- Dmg.mod +6% darkness +15% cold On Hit (Melee): * 20% chance to reduce damage dealt by 38% ----- def ----- Resists +9% darkness Curse of Misfortune Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Nature/Master Power 44.0 - 61.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit.r2 +33 lightning +29 cold While equipped: dps ---------- Phys.crit +12.0% Mind.crit +6% Crit.mult +21.00% Mov.spd +44% Res.pen +18% lightning +21% cold Apr +13 ---------- misc Equi/ret +0.16 Max.hate +4.00 Curse of Madness Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Rare] Master Power 44.0 - 61.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Str +11 Dex dps ---------- Phys.crit +3.0% S.pwr/crit +6 Phys.spd +10% Dmg.mod +21% physical Res.pen +25% blight Acc +25 (+8 eff.) Apr +6 ----- def ----- Die.at -82.75 life ---------- misc Vim/s.crit +2.07 Curse of Madness Blunt and deadly. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+19 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 18.5 - 25.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Mind.crit +4% Dmg.mod +9% darkness Melee Ret 8 light 4 darkness ----- def ----- Resists +6% darkness Curse of Madness One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+13 eff.) Apr +30 Curse of Corpses This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +4 Wil +4 Con dps ---------- Phys.crit +8.0% Dmg.mod +13% physical Res.pen +11% physical ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +30.00 Curse of Corpses A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +20% light ----- def ----- Resists +10% acid +3% physical +9% temporal +20% fire +10% cold +22% lightning Spell.save +6 (+2 eff.) Max.HP +80.00 Cut- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Corpses A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +15% lightning Against +19% Summoned ----- def ----- Resists +15% lightning D.Red.from +19% Summoned Phys.save +6 (+1 eff.) Disease- +20% Cut- +20% Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Res.pen +10% mind Melee Ret 2 cold On Hit (Melee): * 10 arcane resource burn * 20% chance to slow global speed by 78% ----- def ----- Resists +3% acid +5% arcane +12% lightning Mind.save +8 (+2 eff.) Max.HP +63.00 Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: Stats +6 Cun +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +5 (+1 eff.) Against +43% Summoned ----- def ----- D.Red.from +40% Summoned Curse of Madness A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Curse of Corpses Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Mag +5 Wil dps ---------- Dmg.mod +25% darkness +18% mind Res.pen +20% darkness Melee Ret 4 mind ----- def ----- Armour +12 Defense +3 (+1 eff.) Resists +6% acid +23% cold +25% darkness Stealth +25 Max.HP +60.00 ---------- misc Light +2 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Dex +3 Con dps ---------- Dmg.mod +15% physical Apr +6 ----- def ----- Armour +8 Defense +2 (+0 eff.) Resists +6% mind Die.at -80.00 life ---------- misc Stam/turn +3.00 Curse of Misfortune 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 [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +9% cold Max.HP +34.00 Confus- +10% Stun/Frz- +10% Teleport- +20% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +15% nature +14% blight Phys.save +8 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life HP.reg +4.00 Heal.mod +13% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +1 Wil dps ---------- Mov.spd +20% Res.pen +15% arcane Melee Ret 6 arcane ----- def ----- Armour +5 Defense +13 (+3 eff.) Fatigue -13% Spell.save +9 (+3 eff.) Max.HP +86.00 ---------- misc Stam/turn +1.10 Mana/turn +0.04 Curse of Nightmares Evasion: (Instant) Puts all charms on 30 cooldown Level 3.5 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 27% chance to evade melee and ranged attacks and 20 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. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +4 Mag +8 Wil +8 Con dps ---------- Dmg.mod +30% mind ----- def ----- Armour +5 Resists +15% fire +15% cold Crit.chn- 15.80% ---------- misc Light +3 Curse of Misfortune A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Wil dps ---------- Phys.crit +3.0% Crit.mult +10.00% Dmg.mod +12% physical ----- def ----- Armour +3 Defense +4 (+1 eff.) Curse of Nightmares A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Dmg.mod +6% fire Res.pen +15% mind Melee Ret 6 fire ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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. Curse of Corpses 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +6 Fatigue +3% Mind.save +5 (+1 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: ----- def ----- Armour +6 Fatigue +3% Mind.save +8 (+2 eff.) Max.HP +48.00 HP.reg +2.10 ---------- misc Stam/turn +0.50 Psi/turn +0.22 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Disrupt/Psionic While equipped: dps ---------- Mind.crit +1% Phys.pwr +9 (+1 eff.) Acc +15 (+5 eff.) Apr +13 ----- def ----- Armour +3 Fatigue +5% Resists +24% blight +3% fire +18% darkness +12% arcane Affinity +12% nature Phys.save +7 (+2 eff.) Spell.save +32 (+11 eff.) Mind.save +14 (+4 eff.) Disarm- +23% ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +6% cold ----- def ----- Armour +3 Fatigue +3% Resists +28% darkness +3% blight Silence- +10% Stun/Frz- +20% Knockbk- +20% ---------- misc Infravis +4 Curse of Misfortune A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +19 Str +6 Dex +17 Wil +1 Con dps ---------- Phys.pwr +12 (+2 eff.) Dmg.mod +6% blight Res.pen +10% arcane On Hit (Melee): * 26% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Armour +5 Fatigue +5% Resists +18% blight +15% physical Crit.chn- 15.00% Phys.save +15 (+4 eff.) Mind.save +15 (+4 eff.) ---------- misc See.Invis +12 Curse of Misfortune Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1238.1 Physical damage. If the attack hits, the target is confused (36% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A 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 +3 Con +10 Wil 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 Curse of Misfortune Indomitable: (Instant) Level 2.5 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 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 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 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +9 Dex +10 Con dps ---------- Phys.crit +6.0% Phys.pwr +20 (+4 eff.) Dmg.mod +18% temporal Res.pen +33% physical +33% fire ----- def ----- Armour +5 Fatigue +5% ---------- misc Stam/turn +4.00 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Spell.pwr +15 (+8 eff.) Dmg.mod +9% temporal Res.pen +20% acid On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +14% acid +12% temporal +30% cold +26% fire +25% lightning ---------- misc Max.mana +60.00 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 Curse of Misfortune Devouring Flame: Level 4.5 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 69.39 fire damage in a radius of 4 each turn for 8 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. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +4 Cun +7 Str dps ---------- Dmg.mod +9% cold Res.pen +5% cold On Hit (Melee): * 20% chance to slow global speed by 78% ----- def ----- Armour +26 Defense +17 (+4 eff.) Fatigue +12% Resists +10% acid +27% physical +17% darkness +30% cold +11% lightning +11% fire Mind.save +21 (+5 eff.) ---------- misc Light +2 Curse of Misfortune Track: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +6 Wil dps ---------- Mind.crit +1% Crit.mult +10.00% Dmg.mod +6% fire Res.pen +10% mind ----- def ----- Armour +22 Fatigue +15% Resists +25% acid +30% darkness +36% blight Phys.save +9 (+2 eff.) ---------- misc Equi/ret +0.12 Light +1 Curse of Misfortune A suit of armour made of metal plates. |
![]() 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. |
![]() 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 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 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 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 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 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 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 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +6 Cun +3 Str dps ---------- Dmg.mod +6% darkness +6% mind Res.pen +15% mind Acc +9 (+3 eff.) ----- def ----- Armour +9 Defense +16 (+4 eff.) Resists +9% darkness +19% physical Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.12 Max.hate +2.00 Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str ----- def ----- Resists +18% blight +10% fire +8% darkness +5% arcane Crit.chn- 15.80% Phys.save +15 (+4 eff.) Die.at -40.00 life HP.reg +4.21 Silence- +21% Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.0 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 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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 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. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 1.0 T5 lite [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.crit +7% Mind.pwr +30 (+6 eff.) Res.pen +25% mind On Hit (Melee): * 20% chance to reduce armor by 27% ----- def ----- Resists +30% acid ---------- misc Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 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 324.21 darkness damage (based on Mindpower and charge). Uses 10 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. |
![]() 1.0 T5 lite [Ego+] Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +9% mind ----- def ----- Blind- +43% Confus- +20% ---------- misc Light +10 See.Stealth +16 See.Invis +15 Track: Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 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 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 While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 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 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 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 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 T3 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 4 arcane ----- def ----- Armour +4 Resists +6% lightning +12% cold +15% light Knockbk- +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +2% ----- def ----- Defense +15 (+4 eff.) Resists +6% mind +27% acid Die.at -40.00 life Cut- +20% Stun/Frz- +20% Knockbk- +20% ---------- misc Hate/m.crit +5.00 Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 581 physical damage Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +25 (+11 eff.) S.pwr/crit +2 Dmg.mod +6% blight +6% arcane Res.pen +10% arcane ---------- misc Max.mana +40.00 Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 675 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 25% for 2 turns. 100% to increase all damage penetration by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +8.3% Phys.pwr +31 (+6 eff.) Res.pen +10% acid +25% physical Acc +20 (+7 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +9% nature ---------- misc Max.stam +31.03 Setup a psionic shield, reducing all damage taken by 129 for 5 turns Puts all charms on 25 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 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 T4 totem charm [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +15% physical Apr +5 On Hit (Melee): * 20% chance to reduce damage dealt by 38% ----- def ----- Resists +5% arcane +15% mind Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1018 Base Damage: 422 Armor: 36 All Resist: 28 Puts all charms on 25 cooldown 100% to reduce 3 talent cooldowns by 2. 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. |
![]() 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. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 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 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 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. |
![]() 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Big Mad the Krog Cursed level 34
55th Dusk 123rd year of Ascendancy at 10:07 see stats
By Big Mad the Krog Cursed level 50
2nd Pyre 124th year of Ascendancy at 17:26 see stats
By Big Mad the Krog Cursed level 33
53rd Dusk 123rd year of Ascendancy at 11:28 see stats
By Big Mad the Krog Cursed level 43
19th Regrowth 124th year of Ascendancy at 09:06 see stats
By Big Mad the Krog Cursed level 37
1st Haze 123rd year of Ascendancy at 02:49 see stats
By Big Mad the Krog Cursed level 28
4th Dusk 123rd year of Ascendancy at 00:11 see stats
By Big Mad the Krog Cursed level 35
77th Dusk 123rd year of Ascendancy at 17:16 see stats
By Big Mad the Krog Cursed level 31
49th Dusk 123rd year of Ascendancy at 22:17 see stats
By Big Mad the Krog Cursed level 29
19th Dusk 123rd year of Ascendancy at 18:13 see stats
By Big Mad the Krog Cursed level 50
69th Pyre 124th year of Ascendancy at 12:20 see stats
By Big Mad the Krog Cursed level 23
68th Haze 122nd year of Ascendancy at 15:46 see stats
By Big Mad the Krog Cursed level 29
32nd Dusk 123rd year of Ascendancy at 13:30 see stats
By Big Mad the Krog Cursed level 34
75th Dusk 123rd year of Ascendancy at 01:27 see stats
By Big Mad the Krog Cursed level 50
67th Pyre 124th year of Ascendancy at 03:38 see stats
By Big Mad the Krog Cursed level 28
2nd Regrowth 123rd year of Ascendancy at 03:04 see stats
By Big Mad the Krog Cursed level 10
7th Mirth 122nd year of Ascendancy at 14:11 see stats
By Big Mad the Krog Cursed level 20
36th Dusk 122nd year of Ascendancy at 08:28 see stats
By Big Mad the Krog Cursed level 30
45th Dusk 123rd year of Ascendancy at 12:59 see stats
By Big Mad the Krog Cursed level 40
57th Haze 123rd year of Ascendancy at 11:16 see stats
By Big Mad the Krog Cursed level 50
1st Pyre 124th year of Ascendancy at 08:27 see stats
By Big Mad the Krog Cursed level 50
53rd Pyre 124th year of Ascendancy at 21:36 see stats
By Big Mad the Krog Cursed level 21
47th Dusk 122nd year of Ascendancy at 23:47 see stats
By Big Mad the Krog Cursed level 48
78th Regrowth 124th year of Ascendancy at 11:53 see stats
By Big Mad the Krog Cursed level 34
74th Dusk 123rd year of Ascendancy at 23:34 see stats
By Big Mad the Krog Cursed level 26
5th Decay 122nd year of Ascendancy at 18:49 see stats
By Big Mad the Krog Cursed level 36
78th Dusk 123rd year of Ascendancy at 00:21 see stats
By Big Mad the Krog Cursed level 50
69th Pyre 124th year of Ascendancy at 12:19 see stats
By Big Mad the Krog Cursed level 6
77th Pyre 122nd year of Ascendancy at 10:01 see stats
By Big Mad the Krog Cursed level 50
37th Pyre 124th year of Ascendancy at 02:18 see stats
By Big Mad the Krog Cursed level 21
37th Haze 122nd year of Ascendancy at 03:22 see stats
By Big Mad the Krog Cursed level 50
69th Pyre 124th year of Ascendancy at 12:20 see stats
By Big Mad the Krog Cursed level 50
68th Pyre 124th year of Ascendancy at 22:15 see stats
By Big Mad the Krog Cursed level 38
29th Haze 123rd year of Ascendancy at 19:17 see stats
By Big Mad the Krog Cursed level 21
36th Haze 122nd year of Ascendancy at 08:25 see stats
By Big Mad the Krog Cursed level 21
47th Dusk 122nd year of Ascendancy at 23:24 see stats
By Big Mad the Krog Cursed level 16
17th Dusk 122nd year of Ascendancy at 05:40 see stats
By Big Mad the Krog Cursed level 34
76th Dusk 123rd year of Ascendancy at 01:49 see stats
By Big Mad the Krog Cursed level 32
51st Dusk 123rd year of Ascendancy at 12:44 see stats
Log
You gain 2.80 gold from the transmogrification of pair of voratun boots of spellbinding (Misfortune) (0 def, 5 armour).
You gain 15.49 gold from the transmogrification of eldritch pair of voratun boots of tirelessness (Nightmares) (0 def, 5 armour).
You gain 7.34 gold from the transmogrification of spellwoven silk robe of Linaniil (Shrouds) (0 def, 0 armour).
You gain 8.35 gold from the transmogrification of spellwoven elven-silk robe of Linaniil (Madness) (0 def, 0 armour).
You gain 25.00 gold from the transmogrification of Neradhelaith (Nightmares) (0 def, 0 armour).
You gain 22.45 gold from the transmogrification of battlemaster's elven-silk cloak of backstabbing (Madness) (3 def, 0 armour).
You gain 7.76 gold from the transmogrification of thought-forged voratun waraxe of erosion (Misfortune) (38-53 power, 6 apr).
You gain 12.27 gold from the transmogrification of stormbringer's voratun waraxe of projection (Misfortune) (41-57 power, 6 apr).
You gain 7.43 gold from the transmogrification of plaguebringer's voratun waraxe (Shrouds) (40-56 power, 6 apr).
You gain 11.86 gold from the transmogrification of infernal dragonbone magestaff of fate (Nightmares) (30-36 power, 6 apr, lightning element).
You gain 15.39 gold from the transmogrification of greater dragonbone magestaff of channeling (Corpses) (30-36 power, 6 apr, fire element).
You gain 14.12 gold from the transmogrification of ethereal dragonbone starstaff of wizardry (Madness) (30-36 power, 6 apr, temporal element).
You gain 18.06 gold from the transmogrification of bloodlich's elven-wood magestaff of breaching (Nightmares) (25-30 power, 5 apr, fire element).
You gain 20.60 gold from the transmogrification of bloodlich's dragonbone magestaff of greater warding (Corpses) (30-36 power, 6 apr, arcane element).
You gain 25.00 gold from the transmogrification of voratun mace 'Cloudtide' (Madness) (48-67 power, 6 apr).
You gain 25.00 gold from the transmogrification of voratun mace 'Anedar' (Corpses) (47-66 power, 6 apr).
You gain 11.02 gold from the transmogrification of elemental voratun mace of the mystic (Shrouds) (43-60 power, 6 apr).
You gain 15.15 gold from the transmogrification of enhanced voratun longsword (Madness) (43-60 power, 6 apr).
You gain 25.00 gold from the transmogrification of Ulokhad the voratun dagger (Nightmares) (39-50 power, 9 apr).
You gain 8.85 gold from the transmogrification of voratun amulet of soulsearing.
You gain 2.37 gold from the transmogrification of blink rune (range 8; phase 27; cd 20).
You gain 25.00 gold from the transmogrification of Prismatic Rune (6 turns; arcane, cold, light, physical).
You gain 1.54 gold from the transmogrification of movement infusion (speed 812%; cd 14).
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