











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Adventure |
Sex | Male |
Race | Halfling |
Class | Writhing One |
Level / Exp | 50 / 2351% |
Size | medium |
Lifes / Deaths | Killed by Aegan the human at level 21 on the 17th Dusk 122nd year of Ascendancy at 05:55 1 / 6Killed by worm that walks (servant of Shortstaff please) at level 21 on the 24th Dusk 122nd year of Ascendancy at 23:42 Killed by Emalrath the red ooze at level 23 on the 27th Dusk 122nd year of Ascendancy at 19:51 Killed by Eilinarianor the snow giant at level 23 on the 27th Dusk 122nd year of Ascendancy at 21:19 Killed by Bethuda the skeleton archer at level 24 on the 32nd Dusk 122nd year of Ascendancy at 17:35 Killed by dreaming horror at level 27 on the 54th Dusk 122nd year of Ascendancy at 00:29 |
Primary Stats
Strength | 93 (base 55) |
Dexterity | 84 (base 50) |
Constitution | 76 (base 46) |
Magic | 125 (base 60) |
Willpower | 38 (base 15) |
Cunning | 58 (base 14) |
Resources
Life | 1740/1740 |
Mana | 474/474 |
Insanity | 0/100 |
Healing Factor | 1.9039156327529 |
Regeneration | 0.47597890818824 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +37.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 9 |
See Stealth | 64.043810120534 |
See Invisible | 73.043810120534 |
ESP Range | 10 |
ESP Kinds | demon/minor, animal/canine, demon/major |
Offense: Mainhand
Damage | 208 |
Accuracy | 80 |
Crit Chance | 50% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 85 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Blight | +46% |
Arcane | +37% |
All | +28% |
Darkness | +168% |
Temporal | +40% |
Physical | +59% |
Lightning | +63% |
Fire | +31% |
Nature | +61% |
Offense: Damage Penetration
Physical | +30% |
Darkness | +25% |
Nature | +45% |
All | +25% |
Defense: Base
Armour (hardiness) | 79.110272863196 (100%) |
Defense | 94 |
Ranged Defense | 94 |
Fatigue | 0 |
Physical Save | 71 |
Spell Save | 51 |
Mental Save | 40 |
Defense: Resistances
Acid | + 60%( 70%) |
Blight | + 44%( 70%) |
Arcane | + 49%( 70%) |
Cold | + 70%( 70%) |
All | + 36%( 70%) |
Darkness | + 70%( 70%) |
Light | + 51%( 70%) |
Temporal | + 47%( 70%) |
Physical | + 56%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Confusion Resistance | 100% |
Silence Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 43% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 725 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 153 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
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 318 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -986 life. The duration and life will increase by 1% for every 1% life you have lost (currently 986 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Demented / Disfigured face | 1.50 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Defensive Posture |
talent | Chaos Orbs |
talent | Chant of Fortress |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 | done |
You failed to protect the injured seer from death by Xawyn the rogue. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the lost defiler from death by Mayosetta the giant venus flytrap. Escort: lost defiler (level 1 of Old Forest) | failed |
You failed to protect the lost defiler from death by Glorudhelaith the rattlesnake. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
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 talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Arariawen the skeleton archer. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 |
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 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Cun +3 Str offense ------ Damage +3% fire defense ------ Armor +13 Fatigue +4% Resistance +9% acid +6% blight +35% fire +13% lightning +26% cold Silence Resist +39% Confus Resist +50% Stun Resist +50% other ------- Infravision +3 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 Encumbrance T5 lite [Random Unique] Arcane/Nature/Master While equipped: offense ------ Damage +15% nature +15% darkness When Hit 6 arcane defense ------ Resistance +3% nature +15% light +5% arcane Affinity +5% darkness Mind save +9 (+3 eff.) Life +76.00 Blind Resist +43% Confus Resist +30% other ------- Max hate +4.00 Light +10 Infravision +3 See Stealth +24 See Invisibility +19 Moonlight Ray: Puts all charms on 5 turn cooldown Effective talent level: 4.0 Power cost 5 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 595.58 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Str +5 Mag +7 Wil +3 Con offense ------ Physical Crit +1.0% Mind Crit +5% Spellpower +6 (+1 eff.) Mindpower +9 (+3 eff.) Damage +15% darkness +13% physical Ignore resists +5% physical Accuracy +15 (+3 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 defense ------ Defense +3 (+0 eff.) Resistance +7% lightning +7% temporal +24% darkness +7% fire +7% nature +8% acid +20% physical +7% blight +7% cold +8% light other ------- Max hate +15.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+2 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 315.00 temporal and 602.16 darkness damage (based on Magic). Uses 11 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+10 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane While equipped: Stats +2 Str +9 Mag +9 Cun +4 Con offense ------ Spellpower +15 (+3 eff.) Damage +9% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Resistance +20% acid +28% fire +25% cold +26% lightning Silence Resist +42% other ------- Mana/turn +0.36 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +2 Dex +7 Con offense ------ Physical Crit +10.0% Critical power +15.00% Physical Power +20 (+3 eff.) defense ------ Armor +19 Defense +10 (+2 eff.) Physical save +15 (+3 eff.) Unlife -20.00 life other ------- Size +1 Create a temporary shield that absorbs 296 damage Puts all charms on 17 turn cooldown A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T5 staff 1H weapon [Rare] Master Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Damage +15% lightning +71% darkness +18% nature Ignore resists +20% nature When Hit 12 cold On-Hit (Melee): * 27% chance to slow global speed by 52% defense ------ Resistance +18% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+7 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Dex +5 Con offense ------ Damage +9% arcane When Hit 10 darkness defense ------ Defense +13 (+2 eff.) Resistance +12% darkness +5% arcane Physical save +13 (+3 eff.) Spell save +15 (+5 eff.) Life +54.00 other ------- Stamina/turn +1.20 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +5 Str +13 Dex +5 Mag +5 Wil +13 Cun +5 Con offense ------ Physical Power +12 (+2 eff.) Spellpower +16 (+3 eff.) Move Speed +15% Damage +20% lightning +9% all When Hit 34 darkness defense ------ Damage Avoidance +8% Affinity +20% lightning Healmod +50% other ------- Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 328 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 408% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 249.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 57 up to 6 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical other ------- Masteries +0.00(-) Technique/Battle tactics A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 20 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 222 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+3 eff.) Spell save +15 (+5 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all defense ------ Armor +10 Resistance +10% all Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+2 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 3.0 Power cost 17 out of 60/60. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 30 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex offense ------ When Hit 4 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 21% defense ------ Resistance +3% nature +3% darkness Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Master While equipped: defense ------ Armor +3 Defense +9 (+2 eff.) Max Resistance +4% all Physical save +25 (+6 eff.) other ------- Masteries +0.40 Demented/Tentacles +0.40 Demented/Horrific body Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Str defense ------ Physical save +11 (+2 eff.) Spell save +12 (+4 eff.) Mind save +11 (+4 eff.) Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+4 eff.) defense ------ Resistance +25% mind Mind save +20 (+7 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 17 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex offense ------ Damage +6% lightning defense ------ Defense +10 (+2 eff.) Mind save +6 (+2 eff.) Unlife -60.00 life Confus Resist +20% Rings make your fingers look great! |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Rare] Master Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Str, 50% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +27 darkness On-Hit, radius 1 +27 temporal On-crit, radius 2 +27 arcane While equipped: Stats +7 Con offense ------ Physical Power +15 (+2 eff.) Damage +27% cold +12% temporal Ignore resists +34% darkness +15% physical When Hit 6 arcane defense ------ Resistance +18% temporal Disarm Resist +35% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Rare] Master Weapon Damage 162% Range: 1.0x-1.3x Uses 50% Str, 50% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% Ignore Shields +40% On-hit +20 arcane On-crit, radius 2 +20 light While equipped: offense ------ Spell Crit +7% Spellpower +25 (+5 eff.) Damage +24% blight +12% arcane +24% light On-Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) other ------- Max mana +100.00 Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego+] Master Weapon Damage 135% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +11.0% Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego+] Nature/Psionic Weapon Damage 138% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +21 mind On Hit: * 30% chance to reduce all saves and defense by 25 While equipped: Stats +19 Wil +6 Cun +12 Con defense ------ Life +90.00 Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego] Disrupt Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: defense ------ Resistance +17% acid +17% lightning +17% fire +13% cold +9% all Spell save +15 (+5 eff.) Sharp, short and deadly. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego+] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 Projectile Speed +200% While equipped: Stats +9 Cun offense ------ Combat Speed +10% Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 160% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% darkness While equipped: Stats +10 Str +8 Mag offense ------ Damage +25% darkness Ignore resists +15% darkness defense ------ Resistance +18% darkness +12% blight other ------- Shadow Power +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 155% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 132 damage While equipped: offense ------ Ignore resists +15% all Accuracy +23 (+4 eff.) Ignore Armor +15 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego++] Master/Psionic Weapon Damage 156% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Ignore resists +14% physical Accuracy +25 (+5 eff.) Ignore Armor +13 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Rare] Arcane Weapon Damage 157% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 132 damage While equipped: offense ------ Damage +36% fire Ignore resists +34% fire defense ------ Resistance +18% fire Life Regen +5.44 Blind Resist +27% Poison Resist +27% Silence Resist +27% Stun Resist +27% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego++] Nature/Master Weapon Damage 155% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +52 fire On Critical: * Wound the target dealing 386 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +15.0% Physical Power +14 (+2 eff.) Global Speed +11% Ignore resists +25% fire Blunt and deadly. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 180% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+10 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +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 110 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." |
![]() 5.0 Encumbrance T3 staff 1H weapon [Unique] Arcane Weapon Damage 127% Range: 1.0x-1.2x Uses 175% Mag Damage Fire Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+5 eff.) Damage +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 9 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() 5.0 Encumbrance T4 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +11 Mag +13 Wil +14 Cun offense ------ Physical Crit +6.0% Spell Crit +7% Physical Power +9 (+1 eff.) Spellpower +19 (+4 eff.) Spellpower/crit +7 Damage +6% cold +25% darkness +6% mind Ignore resists +10% mind Accuracy +10 (+2 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 25 defense ------ Armor +7 Defense +7 (+1 eff.) Resistance +6% mind other ------- Wards +2 darkness Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 1H weapon [Random Unique] Master Weapon Damage 121% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Str offense ------ Physical Crit +14.0% Spell Crit +18% Critical power +23.00% Physical Power +16 (+3 eff.) Spellpower +25 (+5 eff.) Damage +20% darkness Accuracy +17 (+3 eff.) defense ------ Resistance +9% cold +9% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Damage +30% darkness defense ------ Armor +8 Defense +7 (+1 eff.) other ------- Wards +2 darkness Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane/Nature Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +37.00% Spellpower +25 (+5 eff.) On-Hit 30 fire Damage +30% acid defense ------ Defense +15 (+3 eff.) other ------- Light +5 See Invisibility +20 Talents +1 Command Staff Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 2.0 Power cost 4 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 192.64 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Mag +4 Wil offense ------ Physical Crit +7.0% Spell Crit +8% Physical Power +10 (+2 eff.) Spellpower +32 (+6 eff.) Damage +30% fire Accuracy +8 (+1 eff.) other ------- Max mana +64.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Ego] Nature/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Damage +30% acid defense ------ Defense +15 (+3 eff.) other ------- Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 2.0 Power cost 4 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 192.64 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +34 (+7 eff.) Spellpower/crit +9 Damage +30% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 trident 2H weapon [Ego] Arcane Weapon Damage 164% Range: 1.0x-1.6x Uses 50% Mag, 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% On-hit +24 temporal On-Hit, radius 1 +28 fire While equipped: defense ------ Resistance +19% temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 121% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +7.5% Attack Speed 100% On-hit +8 nature On-crit, radius 2 +4 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Physical Power +5 (+1 eff.) defense ------ Physical save +9 (+2 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Nature/Master Weapon Damage 167% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +25 acid +45 nature While equipped: offense ------ Ignore resists +25% acid +25% nature Ignore Armor +12 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 151% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +44 acid +45 nature While equipped: offense ------ Physical Crit +15.0% Critical power +28.00% Ignore resists +24% acid +21% nature Ignore Armor +30 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Arcane/Master Weapon Damage 151% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +16 blight On Hit: 20% Epidemic level 5 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 36 While equipped: offense ------ Physical Crit +14.0% Critical power +35.00% Ignore Armor +15 defense ------ Disease Resist +35% One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +3 Mag +5 Cun offense ------ Physical Crit +7.0% Spell Crit +1% Mind Crit +8% Spellpower +10 (+2 eff.) defense ------ Fatigue -6% Resistance +7% light +9% darkness other ------- Encumbrance +26 Mana-on-crit +2.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Damage +6% blight +18% darkness Ignore resists +10% darkness +25% cold On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 defense ------ Resistance +6% blight +10% light +10% darkness A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 412, based on Magic) for 10 turns. Uses 11 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 Encumbrance T5 belt armor [Ego++] Nature/Master While equipped: Stats +6 Cun +6 Dex offense ------ Physical Crit +15.0% Mind Crit +15% defense ------ Resistance +10% acid +10% fire +10% lightning +10% cold A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Ego+] Arcane/Psionic While equipped: Stats +10 Mag offense ------ Mindpower +10 (+3 eff.) defense ------ Physical save +14 (+3 eff.) other ------- Mana/turn +0.60 Max mana +59.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Dex +4 Con offense ------ Damage +10% darkness Ignore resists +10% darkness defense ------ Defense +2 (+0 eff.) Resistance +3% temporal +12% darkness +24% cold Spell save +20 (+7 eff.) Mind save +10 (+3 eff.) Stealth +11 Unlife -40.00 life Cut Resist +10% other ------- Stamina/turn +0.60 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Str +2 Dex +3 Cun +6 Con offense ------ Ignore resists +25% temporal On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Defense +3 (+0 eff.) Resistance +12% lightning Physical save +8 (+2 eff.) Life +169.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Physical Power +10 (+2 eff.) Spellpower +30 (+6 eff.) defense ------ Defense +6 (+1 eff.) Resistance +15% all Spell save +25 (+9 eff.) Blind Resist +50% other ------- See Invisibility +10 On Spell Hit: 5% Blood Grasp level 3 On Spell Hit: 5% Soul Rot level 3 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature/Master While equipped: offense ------ Spellpower +17 (+3 eff.) Damage +24% blight +28% physical +16% all Ignore resists +25% blight defense ------ Armor +4 Defense +5 (+1 eff.) Resistance +6% blight +28% physical +15% all Physical save +27 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+2 eff.) Spell save +10 (+4 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 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.9 Power cost 9 out of 20/20. Range 8 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 32%. You can also activate this talent to instantly destroy more worms, letting you jump in range 8 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +8 Wil +7 Mag offense ------ Spellpower +17 (+3 eff.) Damage +6% acid +23% physical +10% all On-Hit (Melee): * 20% chance to reduce armor by 46% defense ------ Resistance +23% physical +5% arcane +15% all other ------- Mana/turn +0.30 Psi/turn +0.33 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Psionic While equipped: Stats +10 Cun offense ------ Critical power +20.00% defense ------ Resistance +15% all other ------- Hate-on-crit +4.00 Psi-on-crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: Stats +1 Dex defense ------ Armor +3 Defense +3 (+0 eff.) Resistance +16% lightning +17% temporal +6% nature +1% physical A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane While equipped: Stats +3 Mag +2 Wil offense ------ Ignore resists +10% lightning +20% acid When Hit 6 acid 4 lightning On-Hit (Melee): * 10% chance to reduce armor by 46% defense ------ Armor +5 Fatigue +4% Resistance +9% acid Silence Resist +77% Confus Resist +61% Stun Resist +87% Blink to a nearby random location (rad 11) Puts all charms on 14 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+2 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- 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 18 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. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 49% (based on Cunning). Uses 28 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex defense ------ Armor +5 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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. A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: Stats +6 Str +7 Dex offense ------ Damage +12% light When Hit 11 mind defense ------ Armor +5 Fatigue +4% Mind save +12 (+4 eff.) Silence Resist +48% Confus Resist +49% Stun Resist +50% other ------- Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: defense ------ Armor +5 Fatigue +4% Silence Resist +43% Confus Resist +50% Stun Resist +48% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: Stats +6 Cun +6 Con offense ------ Move Speed +25% defense ------ Armor +5 Physical save +25 (+6 eff.) Mind save +25 (+8 eff.) A pair of boots made of leather. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +5 Dex +6 Mag +4 Wil +6 Con offense ------ Physical Crit +3.0% Critical power +20.00% When Hit 6 acid defense ------ Armor +3 Fatigue +5% Physical save +30 (+7 eff.) Spell save +9 (+3 eff.) Mind save +7 (+2 eff.) Disarm Resist +46% other ------- See Invisibility +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 17 turn cooldown Effective talent level: 2.0 Power cost 17 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Effective talent level: 3.0 Power cost 11 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 19.20 mind and 40.14 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 17. Terrified: Deals 4.48 mind and 9.37 darkness damage per turn and increases cooldowns by 27%. Haunted: Causes the target to suffer 7.50 mind and 15.67 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +0 Str +10 Wil +0 Cun +3 Con offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +6 Defense +3 (+0 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 1.0 Power cost 33 out of 60/60. Range melee/personal Cooldown: 45 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. |
![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: offense ------ Damage +31% darkness When Hit 4 blight 10 cold On-Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 36 * 21% chance to reduce damage dealt by 21% defense ------ Armor +5 Fatigue +5% Resistance +21% blight +34% cold other ------- Breathe water A cap made of leather. |
![]() 3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con defense ------ Armor +15 Fatigue +5% Resistance +20% darkness +20% blight other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 3.0 Encumbrance T5 head armor [Ego+] Nature While equipped: Stats +7 Str +7 Wil offense ------ Physical Power +10 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +15% physical Physical save +13 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Nature While equipped: Stats +9 Str +8 Dex +9 Cun +8 Con defense ------ Armor +5 Fatigue +5% A cap made of leather. |
![]() 14.0 Encumbrance T5 heavy armor [Rare] Master While equipped: Stats +10 Str offense ------ Damage +30% arcane +21% blight On-Hit (Melee): * 27% chance to reduce all saves and defense by 25 defense ------ Armor +30 Defense +5 (+1 eff.) Fatigue +12% Crit Resistance 20.40% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Vim-on-crit +2.72 A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Rare] Arcane While equipped: Stats +3 Dex offense ------ Accuracy +30 (+6 eff.) defense ------ Armor +20 Defense +25 (+5 eff.) Fatigue +12% Resistance +50% temporal +7% arcane +7% physical Unlife -80.00 life Life +136.01 other ------- Max stamina +40.80 A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego++] Master While equipped: Stats +15 Str +7 Con defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +20% darkness +15% physical Life +100.00 other ------- Light +2 Track: Puts all charms on 17 turn cooldown Effective talent level: 2.6 Power cost 17 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 9.0 Encumbrance T5 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +9 Str +12 Dex +13 Mag +9 Wil +11 Cun offense ------ Physical Crit +6.0% Critical power +20.00% Physical Power +9 (+1 eff.) When Hit 4 light On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 36 defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +25% lightning +9% blight Crit Resistance 5.00% Life +68.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Disrupt/Master While equipped: offense ------ Physical Crit +6.0% Critical power +20.00% Physical Power +10 (+2 eff.) defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +20% nature +20% blight A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Arcane/Master While equipped: offense ------ On-Hit 17 acid 17 fire When Hit 13 acid 13 fire defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +22% acid +22% fire +24% cold A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Nature/Master While equipped: defense ------ Armor +36 Fatigue +22% Resistance +12% acid +15% physical +15% cold +15% lightning +12% fire Disarm Resist +39% Stun Resist +37% Knockbk Resist +37% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Nature While equipped: Stats +6 Wil defense ------ Armor +16 Fatigue +22% Resistance +25% blight +29% darkness other ------- Light +2 A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego+] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +11 Cun +11 Mag offense ------ Damage +20% light +19% darkness On-Hit (Melee): * 15% chance to reduce all saves and defense by 25 When Hit: * 35% chance to reduce all saves and defense by 25 defense ------ Armor +10 Fatigue +8% Resistance +20% light +20% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +11 Cun +10 Mag offense ------ Damage +16% light +18% darkness defense ------ Armor +10 Fatigue +8% Resistance +20% light +15% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego+] Master Weapon Damage 165% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +26.0% Capacity 23 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical 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 Encumbrance 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 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +3 Str +1 Mag +5 Cun offense ------ Accuracy +9 (+1 eff.) When Hit 10 arcane defense ------ Resistance +18% darkness +18% fire other ------- Mana-on-crit +1.00 Max vim +40.00 Infravision +6 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 Encumbrance 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 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical 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 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +5 Str offense ------ Physical Power +15 (+2 eff.) defense ------ Resistance +1% physical Life +41.00 other ------- Max stamina +30.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Power +15 (+2 eff.) Damage +3% lightning Accuracy +5 (+1 eff.) Ignore Armor +1 When Hit 6 physical defense ------ Resistance +1% physical Physical save +6 (+1 eff.) Healmod +12% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Con defense ------ Defense +20 (+4 eff.) Resistance +18% blight +6% nature Physical save +6 (+1 eff.) Life Regen +3.00 Stun Resist +10% Teleport Resist +20% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T5 lite [Rare] Nature While equipped: offense ------ Ignore resists +25% temporal defense ------ Physical save +15 (+3 eff.) Healmod +30% Disarm Resist +20% Confus Resist +20% Pinning Resist +20% Knockbk Resist +20% Teleport Resist +20% other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +3% lightning +3% cold +5% mind Ignore resists +15% fire defense ------ Resistance +6% cold other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Mind Crit +3% Damage +6% mind Ignore resists +7% all Ignore Armor +7 defense ------ Defense +10 (+2 eff.) Poison Resist +10% Confus Resist +20% other ------- EQ when Hit +0.04 Hate-on-crit +4.00 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+2 eff.) Mindpower +10 (+3 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 5.0 Power cost 9 out of 25/25. Range 10 Cooldown: 1 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. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance 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 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1127.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 14 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +3% fire defense ------ Resistance +3% light +9% blight Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 14 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to increase all damage by 12% for 2 turns. 100% to heal for 41. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats +8 Dex +5 Con offense ------ Physical Power +20 (+3 eff.) Spellpower/crit +14 Ignore Shields +41% defense ------ Armor +20 other ------- Mana/turn +0.80 Max mana +120.00 Light +4 Sting an enemy dealing 902 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 turn cooldown 100% to increase the duration of 3 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +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 Encumbrance 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 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +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 Shortstaff please the Halfling Writhing One level 35
19th Regrowth 123rd year of Ascendancy at 03:38 see stats
By Shortstaff please the Halfling Writhing One level 35
17th Regrowth 123rd year of Ascendancy at 14:02 see stats
By Shortstaff please the Halfling Writhing One level 41
78th Regrowth 123rd year of Ascendancy at 05:51 see stats
By Shortstaff please the Halfling Writhing One level 45
29th Pyre 123rd year of Ascendancy at 02:11 see stats
By Shortstaff please the Halfling Writhing One level 39
75th Regrowth 123rd year of Ascendancy at 10:55 see stats
By Shortstaff please the Halfling Writhing One level 37
39th Regrowth 123rd year of Ascendancy at 07:33 see stats
By Shortstaff please the Halfling Writhing One level 21
19th Dusk 122nd year of Ascendancy at 09:58 see stats
By Shortstaff please the Halfling Writhing One level 46
42nd Pyre 123rd year of Ascendancy at 21:24 see stats
By Shortstaff please the Halfling Writhing One level 38
71st Regrowth 123rd year of Ascendancy at 22:24 see stats
By Shortstaff please the Halfling Writhing One level 33
13rd Regrowth 123rd year of Ascendancy at 14:56 see stats
By Shortstaff please the Halfling Writhing One level 31
10th Regrowth 123rd year of Ascendancy at 19:39 see stats
By Shortstaff please the Halfling Writhing One level 50
72nd Dusk 123rd year of Ascendancy at 04:37 see stats
By Shortstaff please the Halfling Writhing One level 22
26th Dusk 122nd year of Ascendancy at 02:55 see stats
By Shortstaff please the Halfling Writhing One level 28
29th Haze 122nd year of Ascendancy at 19:01 see stats
By Shortstaff please the Halfling Writhing One level 32
12nd Regrowth 123rd year of Ascendancy at 17:41 see stats
By Shortstaff please the Halfling Writhing One level 50
38th Dusk 123rd year of Ascendancy at 01:01 see stats
By Shortstaff please the Halfling Writhing One level 21
24th Dusk 122nd year of Ascendancy at 23:42 see stats
By Shortstaff please the Halfling Writhing One level 47
43rd Pyre 123rd year of Ascendancy at 23:52 see stats
By Shortstaff please the Halfling Writhing One level 10
2nd Mirth 122nd year of Ascendancy at 15:31 see stats
By Shortstaff please the Halfling Writhing One level 20
5th Dusk 122nd year of Ascendancy at 16:19 see stats
By Shortstaff please the Halfling Writhing One level 30
9th Allure 123rd year of Ascendancy at 03:11 see stats
By Shortstaff please the Halfling Writhing One level 40
76th Regrowth 123rd year of Ascendancy at 04:38 see stats
By Shortstaff please the Halfling Writhing One level 50
52nd Pyre 123rd year of Ascendancy at 10:46 see stats
By Shortstaff please the Halfling Writhing One level 50
37th Dusk 123rd year of Ascendancy at 03:36 see stats
By Shortstaff please the Halfling Writhing One level 50
15th Dusk 123rd year of Ascendancy at 18:59 see stats
By Shortstaff please the Halfling Writhing One level 27
56th Dusk 122nd year of Ascendancy at 15:48 see stats
By Shortstaff please the Halfling Writhing One level 50
53rd Pyre 123rd year of Ascendancy at 11:34 see stats
By Shortstaff please the Halfling Writhing One level 37
44th Regrowth 123rd year of Ascendancy at 11:44 see stats
By Shortstaff please the Halfling Writhing One level 16
10th Flare 122nd year of Ascendancy at 12:32 see stats
By Shortstaff please the Halfling Writhing One level 39
71st Regrowth 123rd year of Ascendancy at 23:12 see stats
By Shortstaff please the Halfling Writhing One level 50
72nd Dusk 123rd year of Ascendancy at 04:35 see stats
By Shortstaff please the Halfling Writhing One level 44
28th Pyre 123rd year of Ascendancy at 01:05 see stats
By Shortstaff please the Halfling Writhing One level 9
1st Mirth 122nd year of Ascendancy at 21:44 see stats
By Shortstaff please the Halfling Writhing One level 50
37th Dusk 123rd year of Ascendancy at 03:56 see stats
By Shortstaff please the Halfling Writhing One level 37
40th Regrowth 123rd year of Ascendancy at 00:30 see stats
By Shortstaff please the Halfling Writhing One level 50
72nd Dusk 123rd year of Ascendancy at 04:37 see stats
By Shortstaff please the Halfling Writhing One level 42
11st Pyre 123rd year of Ascendancy at 19:24 see stats
By Shortstaff please the Halfling Writhing One level 12
6th Mirth 122nd year of Ascendancy at 08:04 see stats
By Shortstaff please the Halfling Writhing One level 42
18th Pyre 123rd year of Ascendancy at 15:53 see stats
By Shortstaff please the Halfling Writhing One level 23
27th Dusk 122nd year of Ascendancy at 18:10 see stats
By Shortstaff please the Halfling Writhing One level 15
4th Flare 122nd year of Ascendancy at 22:56 see stats
By Shortstaff please the Halfling Writhing One level 34
16th Regrowth 123rd year of Ascendancy at 17:39 see stats
Log
Ran for 2 turns (stop reason: interesting terrain).
Talent Track is ready to use.
Shortstaff please uses Track.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Saving game...
Saving done.
Today is the 73rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
Shortstaff please no longer seems to be in sync with his ally.
You cannot do that on the world map.
Resting starts...
Talent Track is ready to use.
Rested for 85 turns (stop reason: all resources and life at maximum).
Today is the 74th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:23.
Today is the 75th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:35.
Today is the 76th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:31.
Today is the 77th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.
There is a Last Hope (Town) here (press '' or right click to use).