













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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: 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 50 / 270613% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 134 (base 60) |
Dexterity | 77 (base 60) |
Constitution | 84 (base 60) |
Magic | 108 (base 60) |
Willpower | 84 (base 60) |
Cunning | 86 (base 60) |
Resources
Life | 1954/2484 |
Mana | 609/609 |
Equilibrium | 45 |
Positive | 177/177 |
Healing Factor | 1.567682368262 |
Regeneration | 26.258679668388 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +120% |
Vision
Sight | 7 |
Lite | 14 |
Infravision | 10 |
See Stealth | 88.082834735738 |
See Invisible | 103.08283473574 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 387 |
Accuracy | 72 |
Crit Chance | 33% |
APR | 38 |
Speed | 1.00 |
Offense: Offhand
Damage | 180 |
Accuracy | 72 |
Crit Chance | 33% |
APR | 38 |
Speed | 1.00 |
Offense: Spell
Spellpower | 102 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 107 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Blight | +22% |
Arcane | +56% |
Cold | +32% |
All | +7% |
Darkness | +46% |
Light | +42% |
Physical | +79% |
Lightning | +19% |
Mind | +25% |
Fire | +80% |
Nature | +56% |
Offense: Damage Penetration
Physical | +110% |
Temporal | +35% |
All | +15% |
Arcane | +55% |
Fire | +15% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 121.10641520769 (100%) |
Defense | 108 |
Ranged Defense | 110 |
Fatigue | 0 |
Physical Save | 92 |
Spell Save | 84 |
Mental Save | 83 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 42%( 70%) |
Physical | + 42%( 70%) |
Cold | + 42%( 70%) |
All | + 29%( 70%) |
Lightning | + 42%( 70%) |
Light | + 42%( 70%) |
Temporal | + 42%( 70%) |
Mind | + 42%( 70%) |
Darkness | + 42%( 70%) |
Fire | + 42%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Disarm Resistance | 39% |
Bleed Resistance | 63% |
Confusion Resistance | 60% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 63% |
Knockback Resistance | 36% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 835 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 49% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 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 -849 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1030 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 Constitution stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 at most 864 damage for 7 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 346 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Earthen vines | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Dwarven nature | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Eldritch stone | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Deeprock | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Earthen power | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Stone alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Stone Vines |
talent | Crystalline Focus |
talent | Eldritch Infusion |
talent | Range Amplification Device |
talent | Shards |
talent | Chant of Fortitude |
beneficial effect | The target has turned into a huge deeprock elemental. It gains 2 size categories, 63% bleeding, poison, disease, and stun immunity, +49% Nature damage and +15% Nature damage penetration, +49% Arcane damage and +15% Arcane damage penetration, and +49% Physical damage and +15% Physical damage penetration. In addition, it uses its physical resistance against all damage. Deeprock Form |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+24). Continuum Destabilization |
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 failed to protect the injured seer from death by Large Marge. Escort: injured seer (level 5 of Dreadfell) | failed |
You failed to protect the injured seer from death by Large Marge. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Large Marge. Escort: lone alchemist (level 2 of Heart of the Gloom) | failed |
You failed to protect the lost sun paladin from death by Large Marge. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You abandoned lost warrior, to death. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by Large Marge. Escort: lost warrior (level 3 of Dreadfell) | failed |
You failed to protect the repented thief from death by Large Marge. Escort: repented thief (level 2 of Scintillating Caves) | failed |
You failed to protect the repented thief from death by Large Marge. Escort: repented thief (level 6 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Large Marge. Escort: temporal explorer (level 4 of Dreadfell) | failed |
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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1353. | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed naga tongue. * You've found the needed mummified bone. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed vial of wight ectoplasm. * You've found the needed electric eel tail. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | active |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+3 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Level 4.5 Pwr.cost 17 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 46.71 blight damage and is poisoned for 186.86 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Quiver | ![]() 3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Fire Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Light source | ![]() 1.0 T5 lite [Rare] Master While equipped: Stats +6 Mag +2 Wil dps ---------- Res.pen +25% physical +15% all Apr +15 ----- def ----- Resists +9% nature +12% cold +15% light +12% darkness ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +9 Str +8 Dex +9 Cun dps ---------- Acc +10 (+3 eff.) Apr +16 ----- def ----- Armour +5 Defense +5 (+1 eff.) Fatigue +5% Resists +3% blight +3% physical +6% darkness ---------- misc Stam/turn +2.00 Skullcracker: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 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 2140.2 Physical damage. If the attack hits, the target is confused (43% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T4 hands armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +7 Mind.save +9 (+2 eff.) Max.HP +72.00 HP.reg +4.50 ---------- misc Stam/turn +0.60 Psi/turn +0.40 Unarmed combat: Power 139% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Battle Shout 5 On Hit: 10% Second Wind 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T5 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +4 darkness +4 cold +4 mind +5 temporal Talents +1 Ward Create a shield absorbing up to 542 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+9 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +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 T5 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +4 Mag +3 Wil +6 Cun dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +12% lightning +18% mind Melee Ret 2 mind ----- def ----- Resists +24% lightning Max.HP +55.00 HP.reg +10.00 Heal.mod +13% ---------- misc Psi/ret +0.12 Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +9 Con +10 Mag dps ---------- Dmg.mod +24% darkness Res.pen +20% temporal Melee Ret 10 darkness ----- def ----- Resists +9% darkness Crit.chn- 15.00% ---------- misc See.Invis +15 Amulets make your neck look great! |
In main hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 180% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +209 On Hit.r1 +20 temporal While equipped: dps ---------- Res.pen +25% arcane Melee Ret 6 mind ----- def ----- Armour +10 Fatigue +8% Resists +30% cold Spell.save +18 (+4 eff.) ---------- misc Mana/turn +0.12 Vim/s.crit +2.00 Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Mag +11 Wil dps ---------- Spell.crit +4% ----- def ----- Armour +9 Defense +11 (+2 eff.) Resists +9% blight +3% mind +15% lightning Phys.save +24 (+5 eff.) Mind.save +8 (+2 eff.) Max.HP +84.00 HP.reg +2.00 Confus- +10% A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 162% Range: 1.2x Uses 40% Wil, 70% Mag, 100% Str Dmg Temporal Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+2 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+2 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+4 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+2 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 526.68 cold damage and condensing the air into freezing vapors that deal 175.56 cold damage (based on Magic) each turn for 10 turns. Uses 17 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +12% acid +15% physical +7% fire +14% lightning +11% cold Disarm- +39% Stun/Frz- +31% Knockbk- +36% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 697% 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 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 18 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 20%, your defense is increased by 20 and all your resistances by 20%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 520.02 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 154.44 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +6 Dex +9 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -9% HP.reg +5.00 Blind- +34% ---------- misc Stam/turn +1.30 Infravis +9 Sight +2 See.Invis +11 Amulets make your neck look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +83.00 HP.reg +20.00 Heal.mod +19% Rings make your fingers look great! |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 180% Mag, 40% Wil Dmg Arcane 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 (+8 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 113 power out of 45/200 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 [Ego++] Arcane Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical 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 +45 (+8 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ---------- misc Mana/turn +0.53 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 17 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Arcane/Master Power 167% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 253 damage over 5 turns and reducing armor and accuracy by 32 While equipped: Stats +10 Str dps ---------- Dmg.mod +20% physical Acc +34 (+8 eff.) Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Arcane/Master Power 169% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +23 blight On Hit: 20% Epidemic 5 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 40 While equipped: Stats +16 Str dps ---------- Dmg.mod +20% physical Acc +35 (+8 eff.) ----- def ----- Disease- +49% Massive two-handed battleaxes. |
![]() 5.0 T5 greatmaul 2H weapon [Ego] Arcane Power 179% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +19 temporal On Crit: * Splash the target with acid dealing 253 damage over 5 turns and reducing armor and accuracy by 32 While equipped: ----- def ----- Resists +28% temporal Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Master Power 177% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +10 Dex dps ---------- Phys.spd +10% Acc +17 (+4 eff.) Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Arcane/Master Power 181% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +28 blight On Hit: * 33% chance to reduce strength, dexterity, and constitution by 40 While equipped: Stats +10 Dex dps ---------- Phys.spd +10% Acc +34 (+8 eff.) Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Master Power 197% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +19% physical Acc +35 (+8 eff.) Apr +19 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Arcane/Master Power 190% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +38 cold Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Psionic Power 174% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +26 mind On Hit: * 40% chance to reduce all saves and defense by 52 * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) While equipped: Stats +9 Cun +9 Wil Massive two-handed swords. |
![]() 3.0 T5 trident 2H weapon [Ego+] Arcane/Master Power 165% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 152 damage While equipped: Stats +14 Str dps ---------- Dmg.mod +17% physical Acc +21 (+5 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego++] Nature Power 167% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit.r2 +63 lightning +63 cold While equipped: Stats +17 Con +21 Wil dps ---------- Mov.spd +70% Res.pen +33% lightning +23% cold ----- def ----- Max.HP +154.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Arcane Power 153% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +11 blight On Hit: 20% Curse of Vulnerability 5 On Hit: 20% Epidemic 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 40 While equipped: ----- def ----- Disease- +31% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 170% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Acc +25 (+6 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Normal] Power 155% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 153% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +14% all Acc +25 (+6 eff.) Apr +13 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Nature Power 157% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +86 fire While equipped: dps ---------- All.spd +11% Res.pen +25% fire Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Arcane Power 158% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 152 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +28% cold Res.pen +19% cold Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Nature/Master Power 157% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +39 lightning +35 cold On Crit: * Wound the target dealing 443 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +14 (+2 eff.) Mov.spd +37% Res.pen +21% lightning +25% cold Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 151% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +35.00% Acc +15 (+4 eff.) Apr +15 ----- def ----- Defense +14 (+3 eff.) Disarm- +43% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane Power 151% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +28 Crit +7.0% Atk.spd 100% Phasing +18% On Hit.r1 +13 fire One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Master Power 149% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Wound the target dealing 443 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Dex dps ---------- Phys.crit +14.0% Phys.pwr +15 (+2 eff.) Phys.spd +10% Acc +25 (+6 eff.) One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 149% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +34 lightning +35 cold On Crit: * Wound the target dealing 443 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +13 (+1 eff.) Mov.spd +47% Res.pen +23% lightning +15% cold One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane/Nature Power 151% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +18 blight On Crit.r2 +36 lightning +45 cold On Hit: * 28% chance to reduce strength, dexterity, and constitution by 40 While equipped: dps ---------- Mov.spd +42% Res.pen +22% lightning +17% cold One-handed war axes. |
![]() 1.0 T5 dagger 1H weapon [Rare] Arcane Power 148% Range: 1.3x Uses 40% Wil, 50% Str, 50% Mag 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +16 lightning On Hit: * 25% chance for lightning to strike from the target to a second target dealing 152 damage While equipped: Stats +8 Wil dps ---------- Dmg.mod +21% darkness ----- def ----- Resists +18% mind +4% physical Die.at -99.76 life ---------- misc Light +4 See.Invis +15 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 148% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +42 acid +31 nature While equipped: Stats +9 Str dps ---------- Dmg.mod +14% physical Res.pen +23% acid +22% nature Acc +21 (+5 eff.) Apr +12 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master/Psionic Power 147% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 darkness Against +20% Living While equipped: dps ---------- Res.pen +15% all Acc +25 (+6 eff.) Apr +15 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Master Power 146% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +10 Str +6 Con dps ---------- Phys.pwr +13 (+1 eff.) Dmg.mod +11% physical Res.pen +15% physical Acc +25 (+6 eff.) ----- def ----- Disarm- +30% Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 113% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +11% Mind.pwr +16 (+3 eff.) Dmg.mod +22% mind ----- def ----- Phys.save +9 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc Equi/ret +2.50 Psi/m.crit +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature Power 113% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +21 (+4 eff.) Melee+ 18 acid Dmg.mod +20% acid Res.pen +17% acid ----- def ----- Resists +20% acid HP.reg +5.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 115% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +16% lightning +12% cold +10% mind +16% physical Res.pen +7% mind ----- def ----- Defense +36 (+6 eff.) Resists +10% mind Dmg.Resnn +25% Pinning- +40% ---------- misc Psi/ret +2.20 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T5 longbow 2H weapon [Ego+] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Res.pen +20% all Acc +33 (+8 eff.) Apr +18 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Ego] Arcane/Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +27 cold While equipped: Stats +9 Dex dps ---------- Dmg.mod +21% cold Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego+] Arcane Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T5 shot ammo [Ego+] Master Power 183% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Capacity 25 On Crit: * Wound the target dealing 443 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Master/Psionic When used to Attack: Power 177% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +214 Melee+ +27 physical While equipped: Stats +6 Wil ----- def ----- Armour +10 Fatigue +8% Resists +30% cold +19% physical Shield.near.proj +97 Proj.slow +40% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T5 cloth armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +4 (+1 eff.) Resists +15% all Phys.save +30 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +5 (+1 eff.) Dmg.mod +24% acid +20% physical +20% fire +25% cold ----- def ----- Resists +12% acid +16% physical +20% fire +20% cold +15% all Spell.save +25 (+5 eff.) ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +14 Defense +20 (+4 eff.) Fatigue +8% Resists +12% acid +13% cold +20% nature +19% blight ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: Stats +10 Str ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +19% darkness +14% physical ---------- misc Light +1 Track: Puts all charms on 17 cooldown Level 4.2 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 7 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature/Psionic While equipped: Stats +8 Cun +8 Wil ----- def ----- Armour +13 Defense +20 (+4 eff.) Fatigue +8% Resists +14% acid +13% cold Mind.save +24 (+5 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +9.0% Apr +18 ----- def ----- Armour +8 Defense +35 (+6 eff.) Fatigue +8% HP.reg +7.40 ---------- misc Stam/turn +3.10 Second Wind: (Instant) Puts all charms on 20 cooldown Level 5.5 Pwr.cost 20 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 276 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +9 Cun +8 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +9% physical Phys.save +25 (+5 eff.) Mind.save +23 (+5 eff.) A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: Stats +5 Str +6 Con ----- def ----- Armour +16 Fatigue +22% Max.HP +149.00 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego] Master/Psionic While equipped: ----- def ----- Armour +31 Fatigue +22% Resists +9% mind Mind.save +25 (+5 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Disrupt While equipped: dps ---------- Dmg.mod +6% acid Res.pen +20% cold Melee Ret 8 nature ----- def ----- Armour +16 Fatigue +22% Resists +27% acid +15% physical +15% lightning +19% blight +15% fire +20% nature +27% cold D.Red.from +13% Unnatural Max.HP +53.00 Disarm- +40% Stun/Frz- +40% Knockbk- +33% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 1.0 T5 belt armor [Ego+] Arcane/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Phys.crit +11.0% Mind.crit +11% ----- def ----- Fatigue -9% ---------- misc Max.enc +60 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Psionic While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Phys.pwr +12 (+1 eff.) ----- def ----- Phys.save +11 (+3 eff.) Mind.save +11 (+2 eff.) Max.HP +58.00 ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Psionic While equipped: Stats +5 Str +3 Wil +5 Con dps ---------- Phys.pwr +15 (+2 eff.) ----- def ----- Phys.save +10 (+2 eff.) Mind.save +14 (+3 eff.) Max.HP +110.00 ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Arcane While equipped: Stats +22 Mag +8 Wil dps ---------- Spell.crit +6% ---------- misc Mana/turn +0.45 Max.mana +49.00 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Normal] While equipped: ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +9 Defense +3 (+1 eff.) Resists +22% temporal +26% darkness +26% cold Def/telep +29 Res/telep +15% Dur/telep +25% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Str +6 Wil +3 Cun +4 Con ----- def ----- Armour +5 Fatigue +4% Phys.save +9 (+2 eff.) Spell.save +15 (+3 eff.) Mind.save +13 (+3 eff.) Rush: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +14 Dex +5 Mag ----- def ----- Armour +5 Defense +11 (+2 eff.) Fatigue +4% ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +16 (+2 eff.) Spell.pwr +14 (+3 eff.) Mind.pwr +18 (+3 eff.) ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil ----- def ----- Armour +5 Fatigue +4% Blink to a nearby random location (rad 8) Puts all charms on 15 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 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+0 eff.) Res.pen +15% physical ----- def ----- Armour +5 Fatigue -5% Phys.save +15 (+3 eff.) ---------- misc Max.enc +47 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 head armor [Ego++] Arcane/Master While equipped: Stats +11 Str +8 Mag +8 Wil dps ---------- Spell.crit +4% Dmg.mod +20% blight +16% arcane ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 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 2140.2 Physical damage. If the attack hits, the target is confused (43% 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. |
![]() 2.0 T5 head armor [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +13 Defense +8 (+2 eff.) Fatigue +5% Resists +6% all Phys.save +15 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Apr +8 ----- def ----- Armour +12 Defense +8 (+2 eff.) Fatigue +5% Resists +6% all Phys.save +14 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +11% fire +11% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Armour +11 Fatigue +5% ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+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.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life 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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 17 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 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. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 46 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 26/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 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 T5 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 87 and armour hardiness by 70% Puts all charms on 12 cooldown 100% to gain a 32% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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 Large Marge the Dwarf Stone Warden level 50
19th Shortage 122nd year of Ascendancy at 03:26 see stats
By Large Marge the Dwarf Stone Warden level 50
29th Loss 122nd year of Ascendancy at 22:49 see stats
By Large Marge the Dwarf Stone Warden level 50
16th Shortage 122nd year of Ascendancy at 07:50 see stats
By Large Marge the Dwarf Stone Warden level 50
12nd Shortage 122nd year of Ascendancy at 21:02 see stats
By Large Marge the Dwarf Stone Warden level 50
28th Shortage 122nd year of Ascendancy at 22:05 see stats
By Large Marge the Dwarf Stone Warden level 50
10th Shortage 122nd year of Ascendancy at 23:19 see stats
By Large Marge the Dwarf Stone Warden level 50
25th Iron 123rd year of Ascendancy at 07:46 see stats
By Large Marge the Dwarf Stone Warden level 29
31st Voratun 122nd year of Ascendancy at 04:25 see stats
By Large Marge the Dwarf Stone Warden level 50
25th Shortage 122nd year of Ascendancy at 07:35 see stats
By Large Marge the Dwarf Stone Warden level 50
22nd Gold 123rd year of Ascendancy at 06:31 see stats
By Large Marge the Dwarf Stone Warden level 50
25th Profit 123rd year of Ascendancy at 13:07 see stats
By Large Marge the Dwarf Stone Warden level 50
37th Dearth 122nd year of Ascendancy at 20:02 see stats
By Large Marge the Dwarf Stone Warden level 50
16th Profit 123rd year of Ascendancy at 09:46 see stats
By Large Marge the Dwarf Stone Warden level 50
16th Profit 123rd year of Ascendancy at 19:35 see stats
By Large Marge the Dwarf Stone Warden level 50
29th Loss 122nd year of Ascendancy at 20:30 see stats
By Large Marge the Dwarf Stone Warden level 50
42nd Stralite 123rd year of Ascendancy at 07:00 see stats
By Large Marge the Dwarf Stone Warden level 10
17th Voratun 122nd year of Ascendancy at 03:43 see stats
By Large Marge the Dwarf Stone Warden level 20
19th Voratun 122nd year of Ascendancy at 16:32 see stats
By Large Marge the Dwarf Stone Warden level 30
11st Profit 122nd year of Ascendancy at 19:05 see stats
By Large Marge the Dwarf Stone Warden level 40
17th Profit 122nd year of Ascendancy at 01:34 see stats
By Large Marge the Dwarf Stone Warden level 50
18th Profit 122nd year of Ascendancy at 15:56 see stats
By Large Marge the Dwarf Stone Warden level 50
16th Voratun 123rd year of Ascendancy at 00:15 see stats
By Large Marge the Dwarf Stone Warden level 50
30th Stralite 123rd year of Ascendancy at 07:58 see stats
By Large Marge the Dwarf Stone Warden level 11
18th Voratun 122nd year of Ascendancy at 01:25 see stats
By Large Marge the Dwarf Stone Warden level 50
43rd Stralite 123rd year of Ascendancy at 02:34 see stats
By Large Marge the Dwarf Stone Warden level 50
5th Loss 122nd year of Ascendancy at 23:08 see stats
By Large Marge the Dwarf Stone Warden level 50
26th Wealth 122nd year of Ascendancy at 19:02 see stats
By Large Marge the Dwarf Stone Warden level 35
11st Profit 122nd year of Ascendancy at 19:54 see stats
By Large Marge the Dwarf Stone Warden level 50
25th Shortage 122nd year of Ascendancy at 08:57 see stats
By Large Marge the Dwarf Stone Warden level 29
19th Voratun 122nd year of Ascendancy at 23:29 see stats
By Large Marge the Dwarf Stone Warden level 50
25th Profit 123rd year of Ascendancy at 13:06 see stats
By Large Marge the Dwarf Stone Warden level 50
29th Loss 122nd year of Ascendancy at 22:49 see stats
By Large Marge the Dwarf Stone Warden level 50
29th Loss 122nd year of Ascendancy at 22:49 see stats
By Large Marge the Dwarf Stone Warden level 50
29th Wealth 122nd year of Ascendancy at 01:34 see stats
By Large Marge the Dwarf Stone Warden level 50
23rd Dearth 122nd year of Ascendancy at 04:51 see stats
By Large Marge the Dwarf Stone Warden level 50
2nd Wealth 122nd year of Ascendancy at 04:39 see stats
By Large Marge the Dwarf Stone Warden level 50
41st Profit 122nd year of Ascendancy at 11:51 see stats
By Large Marge the Dwarf Stone Warden level 50
16th Shortage 122nd year of Ascendancy at 01:17 see stats
Log
Talent Eldritch Slam is ready to use.
Saving done.
The shield around Large Marge crumbles.
Large Marge picks up (T.): drakeskin leather armour of delving (20 def, 8 armour).
Large Marge picks up (w.): plaguebringer's voratun longsword of corruption (153% power, 6 apr).
Large Marge picks up (4.): spiritwalker's drakeskin leather belt of magery.
Large Marge picks up (Q.): drakeskin leather sling of recursion.
Large Marge picks up (Q.): ranger's dragonbone longbow of cold.
Large Marge picks up ( .): pair of voratun boots of force (0 def, 5 armour).
Large Marge picks up ( .): bladed drakeskin leather cap of blood magic (0 def, 5 armour).
Large Marge picks up (V.): spellwoven elven-silk robe of alchemy (0 def, 0 armour).
Lore found: ominous, dark runed staff
You can read all your collected lore in the game menu, by pressing Escape.
Large Marge picks up (l.): Awakened Staff of Absorption (172% power, 60 apr, fire element).
Talent Infusion: Healing is ready to use.
Talent Subcutaneous Metallisation is ready to use.
Large Marge picks up ( .): defender's voratun helm of trickery (8 def, 12 armour).
Talent Pain Enhancement System is ready to use.
Talent Resilience of the Dwarves is ready to use.
Talent Rune: Shielding is ready to use.
Saving game...
Saving done.