













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Gunsnixed Lite 1.7.0Increases the minimum spawn level of Gunsnake from the Embers of Rage DLC (required) from 8 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: 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:
True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Adventure |
Sex | Female |
Race | Ogre |
Class | Cultist of Entropy |
Level / Exp | 50 / 2217% |
Size | huge |
Lifes / Deaths | Killed by Zubiseba the corrupted mastocytic feeder at level 22 on the 6th Haze 122nd year of Ascendancy at 18:15 3 / 4Killed by Aroselle the slaver at level 24 on the 24th Haze 122nd year of Ascendancy at 23:59 Killed by Burb the snow giant champion at level 25 on the 35th Haze 122nd year of Ascendancy at 14:58 Killed by barrow wight at level 39 on the 44th Regrowth 123rd year of Ascendancy at 00:00 |
Primary Stats
Strength | 45 (base 10) |
Dexterity | 47 (base 32) |
Constitution | 86 (base 60) |
Magic | 135 (base 60) |
Willpower | 37 (base 10) |
Cunning | 122 (base 60) |
Resources
Life | 1413/1413 |
Insanity | 0/100 |
Equilibrium | 20 |
Healing Factor | 2.1358352098045 |
Regeneration | 47.30874989717 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +42% |
Spell | -2.9976021664879E-12% |
Global | +120% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 6 |
See Stealth | 67.674678607814 |
See Invisible | 67.674678607814 |
Offense: Mainhand
Damage | 68 |
Accuracy | 40 |
Crit Chance | 52% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 34 |
Accuracy | 40 |
Crit Chance | 65% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 86 |
Crit Chance | 96% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Acid | +33% |
Blight | +55% |
Arcane | +27% |
Mind | +15% |
All | +9% |
Lightning | +24% |
Light | +36% |
Temporal | +32% |
Physical | +21% |
Darkness | +150% |
Offense: Damage Penetration
Physical | +20% |
Darkness | +64% |
Light | +15% |
Temporal | +64% |
Fire | +20% |
Arcane | +20% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 83.818850705546 (83.853386088085%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 63 |
Spell Save | 60 |
Mental Save | 54 |
Defense: Resistances
Acid | + 68%( 70%) |
Blight | + 47%( 70%) |
Arcane | + 50%( 70%) |
Cold | + 52%( 70%) |
All | + 40%( 70%) |
Physical | + 55%( 70%) |
Lightning | + 67%( 70%) |
Light | + 43%( 70%) |
Temporal | + 49%( 70%) |
Mind | + 52%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 51%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 76% |
Bleed Resistance | 60% |
Confusion Resistance | 10% |
Pinning Resistance | 97% |
Stun Resistance | 100% |
Poison Resistance | 30% |
Knockback Resistance | 93% |
Inscriptions (6/6)
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 50% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 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 8 turns. While Heroism is active, you will only die when reaching -1082 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1082 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 12 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 1154 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous 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 44 up to 9 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous 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 44 up to 9 times. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 17 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 / Oblivion | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Nether | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Demented / Rift | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Demented / Timethief | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Chronophage | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Demented / Void | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Revelation |
talent | Twofold Curse |
talent | Chant of Fortress |
talent | Jinxed Touch |
talent | Chaos Orbs |
talent | Power Overwhelming |
talent | Elemental Harmony |
talent | Void Stars |
talent | Grand Oration |
talent | Atrophy |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there 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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)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 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3790. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an 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 explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within7 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +16 Mag +6 Wil +6 Cun +2 Con dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +9% acid +12% physical +18% arcane +9% blight ----- def ----- Armour +18 Fatigue +4% Resists +6% arcane Phys.save +12 (+3 eff.) Spell.save +14 (+3 eff.) Mind.save +14 (+4 eff.) Disease- +50% ---------- misc Spell.cld 10% Infravis +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 | ![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 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 +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 118, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 606.32 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +15.00% Dmg.mod +19% darkness ----- def ----- Defense +3 (+0 eff.) Resists +28% darkness Shield.pwr +15% Spell.save +6 (+1 eff.) HP.reg +6.00 ---------- misc Equi/ret +2.00 Psi/ret +1.90 Hate/ret +1.70 Mana/s.crit +2.00 Max.vim +40.00 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | ![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +26.91% Spell.pwr +15 (+3 eff.) S.pwr/crit +12 Dmg.mod +15% darkness Res.pen +20% arcane +30% temporal ----- def ----- Resists +27% acid ---------- misc Mana/s.crit +2.69 Vim/s.crit +2.69 Max.mana +120.00 Create a shield absorbing up to 610 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage penetration by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +2 Wil +3 Cun +6 Con dps ---------- Phys.pwr +14 (+4 eff.) Dmg.mod +6% mind ----- def ----- Resists +12% blight +15% mind +15% nature +6% arcane Mind.save +6 (+2 eff.) Max.HP +50.00 HP.reg +9.00 Poison- +30% Disease- +30% Disarm- +38% Pinning- +50% Stun/Frz- +43% Knockbk- +50% ---------- misc Max.psi +10.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Cun +8 Wil dps ---------- Crit.mult +5.00% Mind.pwr +11 (+4 eff.) Res.pen +5% mind Melee Ret 2 acid 6 lightning ----- def ----- Max.HP +117.00 HP.reg +5.00 Heal.mod +19% Disarm- +38% Pinning- +47% Knockbk- +43% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +1 Dex +1 Mag +3 Wil dps ---------- Crit.mult +15.00% Res.pen +20% physical ----- def ----- Resists +3% physical Die.at -80.00 life Heal.mod +21% Cut- +60% Heal: Puts all charms on 30 cooldown Level 2.5 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 303 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.crit +10.0% Spell.crit +23% Crit.mult +23.00% Phys.pwr +15 (+5 eff.) Spell.pwr +35 (+7 eff.) Dmg.mod +30% darkness Res.pen +20% fire Acc +15 (+5 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +15 (+4 eff.) Die.at -40.00 life HP.reg +1.90 Heal.mod +29% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Spell.crit +5% Phys.pwr +12 (+4 eff.) Res.pen +10% light ----- def ----- Resists +20% acid +15% temporal +20% cold +19% fire +6% mind +31% lightning Spell.save +15 (+4 eff.) Die.at -80.00 life Disease- +24% ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.5 Pwr.cost 34 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 31.59 acid and 36.82 blight damage. If not cleared after five turns it will inflict 209.03 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. This item has been sent to the Item's Vault. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +9 Str +4 Dex +4 Cun +6 Con dps ---------- Crit.mult +20.00% Phys.pwr +5 (+1 eff.) Dmg.mod +24% darkness +12% light Res.pen +20% darkness +5% light ----- def ----- Defense +3 (+0 eff.) Resists +25% darkness +4% physical +5% arcane +6% light Phys.save +15 (+4 eff.) Stealth +25 Max.HP +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 13 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
![]() 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 instantly heal yourself for 397 then cleanse 1 wound, poison, and disease effect. 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd 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 -884 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 884 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 Constitution 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 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1230% 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 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 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 50% 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 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous 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 51% for 3 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 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 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 cure yourself of one random physical effect and reduce all damage taken by 43% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 252.70 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect 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 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd 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 137 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous 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 51 up to 6 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane 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 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 35 up to 6 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous 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 17 up to 7 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Crit.mult +16.00% Acc +9 (+3 eff.) Apr +18 ----- def ----- Defense +15 (+3 eff.) Resists +9% acid +21% fire +3% nature +30% cold Phys.save +15 (+4 eff.) Max.HP +58.00 HP.reg +8.00 Teleport- +20% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +6 Wil ----- def ----- Fatigue -5% Resists +17% lightning +3% acid Spell.save +3 (+1 eff.) HP.reg +2.00 Poison- +10% Disarm- +20% Stun/Frz- +29% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con +9 Wil dps ---------- Spell.crit +1% Crit.mult +10.00% Dmg.mod +3% arcane ----- def ----- Defense +15 (+3 eff.) Phys.save +18 (+5 eff.) Max.HP +59.00 HP.reg +9.00 ---------- misc Mana/turn +0.12 Max.mana +40.00 Max.hate +4.00 Masteries +0.40 Demented/Doom Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% arcane +12% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Defense +10 (+2 eff.) Resists +26% lightning +9% temporal +20% mind Res.Cap +4% all Phys.save +20 (+5 eff.) Confus- +50% Stun/Frz- +31% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 3.5 Pwr.cost 51 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 T5 amulet jewelry [Rare] Psionic While equipped: Stats +4 Mag +18 Wil dps ---------- Spell.pwr +40 (+8 eff.) Mind.pwr +14 (+5 eff.) S.pwr/crit +13 Dmg.mod +15% arcane +15% darkness Melee Ret 13 blight ----- def ----- Mind.save +15 (+5 eff.) Confus- +25% ---------- misc Max.vim +50.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +16.00% Acc +8 (+3 eff.) Apr +16 Melee Ret 10 blight ----- def ----- Resists +9% mind +9% acid Crit.chn- 15.00% HP.reg +4.00 Silence- +20% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex +6 Wil +10 Cun +18 Con dps ---------- Spell.crit +2% Spell.pwr +20 (+4 eff.) S.pwr/crit +10 Mov.spd +10% On Hit (Melee): * 26% chance to reduce armor by 46% ----- def ----- Fatigue -10% HP.reg +5.00 Blind- +40% ---------- misc Stam/turn +1.20 Hate/m.crit +1.00 Infravis +10 Sight +2 See.Invis +15 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 29/30 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 T4 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +3% nature Res.pen +20% arcane Acc +12 (+4 eff.) Apr +12 Melee Ret 4 arcane 2 nature On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Defense +10 (+2 eff.) Silence- +33% ---------- misc Mana/turn +0.29 Disengage: Puts all charms on 9 cooldown Level 3.5 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +7 Mag +7 Wil +3 Cun dps ---------- Spell.pwr +11 (+3 eff.) Mind.pwr +15 (+5 eff.) Res.pen +25% darkness +25% blight ----- def ----- Resists +15% blight ---------- misc Hate/m.crit +4.00 Max.psi +50.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 184.54 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 28 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Str ----- def ----- Armour +14 Defense +25 (+6 eff.) Resists +9% blight +4% physical Crit.chn- 10.00% Phys.save +6 (+2 eff.) Spell.save +18 (+4 eff.) Die.at -60.00 life ---------- misc Equi/ret +0.12 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +4 Mag +6 Wil +10 Cun dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +6% arcane +9% blight Res.pen +15% arcane Melee Ret 2 blight ----- def ----- Armour +10 Resists +6% blight Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+2 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 5.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 333.72 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Dex +2 Mag +7 Con dps ---------- S.pwr/crit +6 Dmg.mod +9% mind Phasing +30% ----- def ----- Mind.save +8 (+2 eff.) Die.at -80.00 life Confus- +32% ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+2 eff.) Max.HP +63.00 HP.reg +9.00 Heal.mod +12% Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Nature/Master Power 56.5 - 84.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +63 lightning +63 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +21.0% Mov.spd +52% Res.pen +30% lightning +35% cold Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Power 36.5 - 47.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +15.0% Crit.mult +35.00% Apr +15 Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego] Arcane Power 66.5 - 99.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +28 blight On Hit: * 24% chance to reduce strength, dexterity, and constitution by 36 * 25% chance for lightning to strike from the target to a second target dealing 134 damage Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Arcane Power 66.5 - 99.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 5 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Rare] Arcane Power 66.0 - 105.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 lightning On Hit.r1 +24 mind On Crit.r2 +24 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 134 damage While equipped: Stats +7 Dex +4 Mag +11 Con dps ---------- Dmg.mod +18% mind +12% cold ---------- misc Infravis +4 Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Nature/Disrupt Power 42.5 - 59.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25 arcane resource burn While equipped: Stats +15 Con +14 Wil ----- def ----- Max.HP +110.00 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Master Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +25 (+8 eff.) Apr +14 Sharp, long, and deadly. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Res.pen +15% all Acc +25 (+8 eff.) Apr +15 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +16 acid While equipped: dps ---------- Dmg.mod +22% acid Res.pen +25% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag 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 (+10 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 170 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 T5 staff 2H weapon [Normal] Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Spell.crit +5% Spell.pwr +25 (+5 eff.) Dmg.mod +12% light +30% physical ----- def ----- Defense +35 (+8 eff.) Resists +9% acid +3% nature +9% lightning HP.reg +1.90 Heal.mod +23% Confus- +20% Teleport- +20% ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 265.80 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. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Rare] Nature Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +24 darkness +16 arcane While equipped: Stats +13 Str +13 Dex +12 Mag +15 Wil +17 Cun +13 Con dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +15% mind Melee Ret 14 arcane ----- def ----- Resists +9% darkness +12% acid ---------- misc Psi/ret +0.28 Hate/m.crit +6.80 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 36 While equipped: ----- def ----- Disease- +35% One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Spell.crit +6% Spell.pwr +7 (+2 eff.) Melee Ret 10 blight ----- def ----- Resists +12% light Mind.save +10 (+3 eff.) Max.HP +40.00 HP.reg +4.00 ---------- misc Mana/turn +0.24 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.crit +15.0% Mind.crit +14% Spell.pwr +12 (+3 eff.) Dmg.mod +6% fire ----- def ----- Defense +23 (+5 eff.) Fatigue -10% Resists +12% acid +3% physical +6% darkness +6% cold Crit.chn- 10.00% Mind.save +15 (+5 eff.) Stealth +13 ---------- misc Max.enc +60 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning +15% arcane +33% darkness Res.pen +20% arcane Melee Ret 10 arcane ----- def ----- Armour +14 Defense +15 (+3 eff.) Resists +12% darkness +39% fire Phys.save +24 (+6 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +15% lightning +14% temporal Phys.save +15 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +15% temporal +17% darkness +6% cold Res.pen +20% darkness +15% cold Melee Ret 6 temporal ----- def ----- Armour +11 Defense +3 (+0 eff.) Resists +14% darkness +23% cold Stealth +18 Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag +7 Wil +3 Cun dps ---------- Spell.crit +20% Crit.mult +15.00% Spell.pwr +38 (+8 eff.) Dmg.mod +22% darkness +6% temporal +15% arcane +19% light ----- def ----- Resists +15% all ---------- misc Mana/turn +0.78 Psi/turn +0.33 Max.mana +87.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) ----- def ----- Armour +5 Defense +5 (+1 eff.) Resists +15% all Phys.save +30 (+8 eff.) Spell.save +30 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Psionic While equipped: Stats +10 Cun dps ---------- Crit.mult +20.00% ----- def ----- Resists +15% all ---------- misc Hate/m.crit +5.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Melee Ret 6 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 36 * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +4% Resists +6% blight +15% temporal Silence- +91% Confus- +84% Stun/Frz- +85% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +5 Fatigue +4% Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+5 eff.) 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 [Ego+] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -9% Max.HP +60.00 ---------- misc Stam/turn +0.90 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +2 Dex +2 Con dps ---------- Crit.mult +20.00% Mind.pwr +10 (+4 eff.) Res.pen +13% darkness +13% temporal ----- def ----- Armour +3 Resists +17% temporal +10% fire +10% darkness +8% cold Def/telep +12 Res/telep +13% Dur/telep +18% Rush: Puts all charms on 22 cooldown Level 2.5 Pwr.cost 22 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+2 eff.) Res.pen +15% physical ----- def ----- Armour +5 Fatigue +4% HP.reg +11.00 Heal.mod +20% 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 [Ego+] Arcane/Master While equipped: Stats +4 Mag +4 Wil ----- def ----- Armour +5 Fatigue -10% Phys.save +15 (+4 eff.) ---------- misc Max.enc +47 Blink to a nearby random location (rad 15) Puts all charms on 22 cooldown A pair of boots made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +10 Dex ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +14% fire +11% lightning +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +9 Str +8 Dex ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 249.4 Physical damage. If the attack hits, the target is confused (38% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Arcane/Master While equipped: Stats +10 Str +10 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +27% Resists +12% physical +15% fire +27% darkness -19% light Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +9 (+3 eff.) ---------- misc Light +2 Track: Puts all charms on 26 cooldown Level 3.5 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 9.0 T5 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +41% light +21% mind Res.pen +34% mind +34% light ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +30% acid +7% arcane +20% mind ---------- misc Light +3 A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego] Master While equipped: ----- def ----- Armour +36 Fatigue +22% Resists +26% cold A suit of armour made of metal plates. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 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 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 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +21% acid +6% darkness Res.pen +10% blight +18% physical +20% darkness Melee Ret 10 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 * 20% chance to reduce armor by 46% ----- def ----- Resists +6% temporal While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 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 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: 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 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 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 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T5 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 575 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Res.pen +30% mind +30% acid On Hit (Melee): * 27% chance to reduce armor by 46% * 27% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +24% acid ---------- misc Equi/ret +0.36 Psi/ret +0.32 Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 508 physical damage Puts all charms on 13 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +3 Str +4 Mag +8 Wil +13 Cun +5 Con ---------- misc Light +3 Summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1330 Base Damage: 565 Armor: 50 All Resist: 47 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Spell.crit +3% Crit.mult +20.00% S.pwr/crit +10 Dmg.mod +12% blight +6% mind ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Max.hate +10.00 Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +8% Crit.mult +20.20% Res.pen +20% nature Melee Ret 6 mind 6 nature ---------- misc Max.hate +10.10 Summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1206 Base Damage: 545 Armor: 39 All Resist: 45 Puts all charms on 22 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Spell.crit +6% Crit.mult +5.00% Dmg.mod +12% blight Res.pen +15% blight Phasing +20% ---------- misc Mana/turn +0.12 Max.mana +40.00 Fire a magical bolt dealing 545 acid damage Puts all charms on 13 cooldown 100% to heal for 103. 100% to reduce 3 talent cooldowns by 2. 100% to increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +25 (+8 eff.) Apr +7 ----- def ----- Defense +20 (+5 eff.) Resists +24% acid +9% fire +3% physical Die.at -83.52 life Fire a magical bolt dealing 403 fire damage Puts all charms on 13 cooldown 100% to heal for 94. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 844 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 21 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 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 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. |
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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Nettyrith the Ogre Cultist of Entropy level 41
69th Regrowth 123rd year of Ascendancy at 06:28 see stats
By Nettyrith the Ogre Cultist of Entropy level 43
35th Pyre 123rd year of Ascendancy at 21:07 see stats
By Nettyrith the Ogre Cultist of Entropy level 24
10th Haze 122nd year of Ascendancy at 08:18 see stats
By Nettyrith the Ogre Cultist of Entropy level 40
44th Regrowth 123rd year of Ascendancy at 23:42 see stats
By Nettyrith the Ogre Cultist of Entropy level 42
28th Pyre 123rd year of Ascendancy at 11:49 see stats
By Nettyrith the Ogre Cultist of Entropy level 47
44th Pyre 123rd year of Ascendancy at 21:22 see stats
By Nettyrith the Ogre Cultist of Entropy level 48
48th Pyre 123rd year of Ascendancy at 10:32 see stats
By Nettyrith the Ogre Cultist of Entropy level 50
19th Dusk 123rd year of Ascendancy at 17:10 see stats
By Nettyrith the Ogre Cultist of Entropy level 46
43rd Pyre 123rd year of Ascendancy at 10:01 see stats
By Nettyrith the Ogre Cultist of Entropy level 41
67th Regrowth 123rd year of Ascendancy at 11:33 see stats
By Nettyrith the Ogre Cultist of Entropy level 11
8th Flare 122nd year of Ascendancy at 02:09 see stats
By Nettyrith the Ogre Cultist of Entropy level 45
40th Pyre 123rd year of Ascendancy at 17:23 see stats
By Nettyrith the Ogre Cultist of Entropy level 42
69th Regrowth 123rd year of Ascendancy at 22:24 see stats
By Nettyrith the Ogre Cultist of Entropy level 33
10th Regrowth 123rd year of Ascendancy at 14:14 see stats
By Nettyrith the Ogre Cultist of Entropy level 50
65th Dusk 123rd year of Ascendancy at 07:55 see stats
By Nettyrith the Ogre Cultist of Entropy level 22
8th Haze 122nd year of Ascendancy at 03:07 see stats
By Nettyrith the Ogre Cultist of Entropy level 42
17th Pyre 123rd year of Ascendancy at 06:53 see stats
By Nettyrith the Ogre Cultist of Entropy level 24
24th Haze 122nd year of Ascendancy at 20:27 see stats
By Nettyrith the Ogre Cultist of Entropy level 50
63rd Dusk 123rd year of Ascendancy at 23:15 see stats
By Nettyrith the Ogre Cultist of Entropy level 35
20th Regrowth 123rd year of Ascendancy at 21:29 see stats
By Nettyrith the Ogre Cultist of Entropy level 44
39th Pyre 123rd year of Ascendancy at 14:38 see stats
By Nettyrith the Ogre Cultist of Entropy level 24
10th Haze 122nd year of Ascendancy at 07:49 see stats
By Nettyrith the Ogre Cultist of Entropy level 49
48th Pyre 123rd year of Ascendancy at 11:30 see stats
By Nettyrith the Ogre Cultist of Entropy level 10
1st Summertide 122nd year of Ascendancy at 21:57 see stats
By Nettyrith the Ogre Cultist of Entropy level 20
76th Dusk 122nd year of Ascendancy at 15:50 see stats
By Nettyrith the Ogre Cultist of Entropy level 30
43rd Haze 122nd year of Ascendancy at 04:46 see stats
By Nettyrith the Ogre Cultist of Entropy level 40
44th Regrowth 123rd year of Ascendancy at 15:52 see stats
By Nettyrith the Ogre Cultist of Entropy level 50
59th Pyre 123rd year of Ascendancy at 06:33 see stats
By Nettyrith the Ogre Cultist of Entropy level 32
2nd Regrowth 123rd year of Ascendancy at 14:46 see stats
By Nettyrith the Ogre Cultist of Entropy level 33
11st Regrowth 123rd year of Ascendancy at 08:59 see stats
By Nettyrith the Ogre Cultist of Entropy level 50
50th Dusk 123rd year of Ascendancy at 10:36 see stats
By Nettyrith the Ogre Cultist of Entropy level 50
32nd Dusk 123rd year of Ascendancy at 06:10 see stats
By Nettyrith the Ogre Cultist of Entropy level 31
63rd Haze 122nd year of Ascendancy at 17:55 see stats
By Nettyrith the Ogre Cultist of Entropy level 30
44th Haze 122nd year of Ascendancy at 19:14 see stats
By Nettyrith the Ogre Cultist of Entropy level 42
28th Pyre 123rd year of Ascendancy at 10:08 see stats
By Nettyrith the Ogre Cultist of Entropy level 46
44th Pyre 123rd year of Ascendancy at 00:07 see stats
By Nettyrith the Ogre Cultist of Entropy level 29
42nd Haze 122nd year of Ascendancy at 12:19 see stats
By Nettyrith the Ogre Cultist of Entropy level 45
40th Pyre 123rd year of Ascendancy at 18:18 see stats
By Nettyrith the Ogre Cultist of Entropy level 50
65th Dusk 123rd year of Ascendancy at 07:54 see stats
By Nettyrith the Ogre Cultist of Entropy level 24
10th Haze 122nd year of Ascendancy at 08:18 see stats
By Nettyrith the Ogre Cultist of Entropy level 21
3rd Haze 122nd year of Ascendancy at 23:45 see stats
By Nettyrith the Ogre Cultist of Entropy level 9
79th Pyre 122nd year of Ascendancy at 06:37 see stats
By Nettyrith the Ogre Cultist of Entropy level 24
10th Haze 122nd year of Ascendancy at 08:18 see stats
By Nettyrith the Ogre Cultist of Entropy level 24
25th Haze 122nd year of Ascendancy at 07:54 see stats
By Nettyrith the Ogre Cultist of Entropy level 50
65th Dusk 123rd year of Ascendancy at 07:55 see stats
By Nettyrith the Ogre Cultist of Entropy level 11
12nd Dusk 122nd year of Ascendancy at 14:27 see stats
By Nettyrith the Ogre Cultist of Entropy level 50
31st Dusk 123rd year of Ascendancy at 11:08 see stats
By Nettyrith the Ogre Cultist of Entropy level 50
65th Pyre 123rd year of Ascendancy at 06:28 see stats
By Nettyrith the Ogre Cultist of Entropy level 28
37th Haze 122nd year of Ascendancy at 12:42 see stats
By Nettyrith the Ogre Cultist of Entropy level 19
76th Dusk 122nd year of Ascendancy at 12:47 see stats
By Nettyrith the Ogre Cultist of Entropy level 39
44th Regrowth 123rd year of Ascendancy at 04:12 see stats
Log
Resting starts...
Talent Split is ready to use.
A void star appears around Nettyrith.
Talent Ogric Wrath is ready to use.
Talent Controlled Chaos is ready to use.
Rested for 210 turns (stop reason: all resources and life at maximum).
Nettyrith picks up (3.): traveler's pair of drakeskin leather boots of phasing (0 def, 5 armour).
Nettyrith picks up (N.): dragonbone magestaff (30-36 power, 6 apr, fire element).
Nettyrith picks up (J.): manaburning voratun longsword of enduring (42-59 power, 6 apr).
You pickup 0.65 gold pieces.
You pickup 0.70 gold pieces.
You pickup 2.75 gold pieces.
You pickup 0.95 gold pieces.
Nettyrith picks up (h.): acid wave rune (damage 253; dur 4; cd 16).
Nettyrith picks up (G.): stormbringer's voratun battleaxe of crippling (56-85 power, 4 apr).
Ran for 13 turns (stop reason: interesting terrain).
There is no portal to activate here.
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 66th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:28.
Today is the 67th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.