











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 50 / 5576% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 48 (base 8) |
Dexterity | 123 (base 61) |
Constitution | 141 (base 60) |
Magic | 46 (base 14) |
Willpower | 91 (base 35) |
Cunning | 154 (base 59) |
Resources
Life | 1472/1472 |
Mana | 739/739 |
Stamina | 370/370 |
Positive | 197/197 |
Healing Factor | 2.4349395697384 |
Regeneration | 33.736875820586 |
Speed
Mental | +35.07159452396% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -988 |
Infravision | 10 |
See Stealth | 115.09312205166 |
See Invisible | 129.09312205166 |
Stealth | 83 |
ESP Range | 10 |
ESP Kinds | demon/minor, animal/canine, demon/major |
Offense: Mainhand
Damage | 181 |
Accuracy | 85 |
Crit Chance | 82% |
APR | 87 |
Speed | 0.74 |
Offense: Offhand
Damage | 141 |
Accuracy | 85 |
Crit Chance | 82% |
APR | 87 |
Speed | 0.74 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 50% |
Speed | 1 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 62% |
Speed | 1 |
Offense: Damage Bonus
Mind | +36% |
Lightning | +47% |
Light | +42% |
Temporal | +34% |
Nature | +177% |
Physical | +51% |
Fire | +30% |
All | +24% |
Offense: Damage Penetration
Temporal | +28% |
All | +13% |
Physical | +53% |
Mind | +23% |
Nature | +73% |
Defense: Base
Armour (hardiness) | 92.5 (99.007671158813%) |
Defense | 85 |
Ranged Defense | 85 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 45 |
Mental Save | 72 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 55%( 70%) |
Arcane | + 46%( 70%) |
Cold | + 50%( 70%) |
All | + 37%( 70%) |
Darkness | + 54%( 70%) |
Light | + 52%( 70%) |
Temporal | + 46%( 70%) |
Physical | + 57%( 70%) |
Lightning | + 46%( 70%) |
Fire | + 46%( 70%) |
Nature | + 63%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 47% |
Stun Resistance | 100% |
Confusion Resistance | 100% |
Pinning Resistance | 0% |
Disarm Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 176 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 47% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 349 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 862% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% 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. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.80 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Survival | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Volatile Poison |
talent | Trained Reactions |
talent | Stealth |
talent | Premonition |
talent | Numbing Poison |
talent | Blade Flurry |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
detrimental effect | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity. Impossible geometries |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 11.6 and stamina regeneration by 2.4. Soothing Darkness |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 184 - 258 Accuracy: 102 (knife) APR: 90 Crit Chance: +96% Crit mult: 213% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | Parrying melee and ranged attacks: Has a 83% chance to deflect up to 36 damage from the next 3.4 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Aletta Soultorn. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | 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 gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
Proceed directly to the next Infinite Dungeon level in less than 182 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 75): Rush Hour (182)Turns left: 44 You completed the challenge and received: Random Artifact: Rainrupture (12-18 power, 2 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 227 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 76): Rush Hour (227)Turns left: 121 You completed the challenge and received: Random Artifact: Skyglory (17 def, 0 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 79): Mirror Match | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 81): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 365 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 82): Rush Hour (365)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 83): ExterminatorYou completed the challenge and received: Random Artifact: Xanurada (20 def, 24 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 84): ExterminatorYou completed the challenge and received: Random Artifact: Neira's Memory | done |
Wake up and kill the dreaming horror boss 'Elyleseth the dreaming horror'. Infinite Dungeon Challenge (Level 85): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 88): Pacifist | failed |
Wake up and kill the dreaming horror boss 'Ce'Nirawe the dreaming horror'. Infinite Dungeon Challenge (Level 90): Dream HunterYou completed the challenge and received: Random Artifact: Duskpierce (20/20, 18-22 power, 2 apr) | 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. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4610. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +6 Wil +4 Cun +5 Con offense ------ Physical Crit +4.0% Mind Crit +3% Physical Power +6 (+2 eff.) Mindpower +8 (+2 eff.) Damage +6% mind Ignore resists +10% mind +9% physical Ignore Armor +10 When Hit 4 light defense ------ Armor +5 Fatigue +4% Silence Resist +47% Confus Resist +50% Stun Resist +39% other ------- Light +3 Infravision +1 Blindside: Puts all charms on 21 turn cooldown Effective talent level: 3.0 Power cost 21 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. 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 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +2 Str +6 Mag +5 Con offense ------ Critical power +10.00% Spellpower +11 (+4 eff.) Damage +3% physical Ignore resists +10% nature defense ------ Resistance +12% nature Crit Resistance 10.00% other ------- Stamina/turn +2.00 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+1 eff.) Mind save +12 (+3 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +8 Dex +8 Cun +5 Con offense ------ Damage +18% light +6% nature Accuracy +18 (+4 eff.) Ignore Armor +15 defense ------ Armor +3 Resistance +9% nature +9% light Physical save +40 (+10 eff.) Spell save +8 (+3 eff.) Mind save +16 (+4 eff.) Disarm Resist +79% other ------- Light +2 Unarmed combat: Weapon Damage 28.0 - 30.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +19 Ignore Armor +12 Critical Rate +5.0% Attack Speed 100% On-hit +25 physical On Hit: 10% Perfect Control level 5 On Hit: 10% Juggernaut level 1 On Hit: 15% Perfect Strike level 5 Juggernaut: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 Encumbrance T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +16 Str +9 Wil offense ------ Physical Crit +14.0% Mind Crit +12% Critical power +20.00% Physical Power +10 (+3 eff.) Damage +6% fire Ignore Armor +20 When Hit 8 fire On-Hit (Melee): * 20% chance to reduce damage dealt by 31% defense ------ Resistance +12% darkness While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 turn cooldown Effective talent level: 5.2 Power cost 22 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane While equipped: Stats +9 Cun +8 Dex offense ------ Damage +24% physical Ignore resists +10% physical Accuracy +13 (+3 eff.) When Hit 10 physical defense ------ Armor +6 Resistance +19% physical Mind save +13 (+4 eff.) Unlife -20.00 life Confus Resist +34% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Dex +3 Wil +6 Cun offense ------ Spell Crit +3% Physical Power +15 (+4 eff.) Spellpower +18 (+6 eff.) Mindpower +19 (+4 eff.) Damage +8% all Accuracy +13 (+3 eff.) defense ------ Spell save +9 (+3 eff.) Mind save +13 (+4 eff.) Confus Resist +47% Stun Resist +60% other ------- Mana/turn +0.04 Mana-on-crit +2.19 Max mana +60.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +8 Dex +8 Cun +15 Con offense ------ Physical Power +12 (+3 eff.) Spellpower +16 (+5 eff.) Move Speed +15% Damage +20% lightning +9% all When Hit 34 darkness defense ------ Resistance +10% blight Damage Avoidance +8% Affinity +20% lightning +15% nature Life Regen +2.00 Healmod +80% Stun Resist +30% other ------- Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Master Weapon Damage 50.0 - 65.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +8 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * 21% chance to reduce all saves and defense by 38 While equipped: Stats +6 Con offense ------ Physical Power +13 (+3 eff.) Damage +6% mind Ignore resists +15% temporal +21% physical Accuracy +25 (+5 eff.) Ignore Armor +12 On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Disarm Resist +23% Out-of-Phase Defense +16 Out-of-Phase Resistance +16% Out-of-Phase Resilience +16% Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save +15 (+4 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | ![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 39.0 - 50.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +8 lightning On-crit, radius 2 +8 blight While equipped: Stats +11 Str +13 Dex +12 Mag +11 Wil +11 Cun +8 Con offense ------ Damage +3% lightning Ignore resists +13% all Accuracy +35 (+7 eff.) Ignore Armor +10 defense ------ Armor +8 Defense +12 (+2 eff.) Resistance +2% physical +5% arcane +9% temporal Life +40.00 Disarm Resist +50% Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+4 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature While equipped: Stats +27 Con offense ------ Damage +107% nature Ignore resists +15% nature On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +3% blight +6% cold +6% nature +15% all Poison Resist +128% Disease Resist +135% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 358 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 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 34 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 -782 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 782 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 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 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 47 up to 9 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 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save -7 (-1 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +3 Wil +3 Cun offense ------ Critical power +16.00% Damage +9% nature Accuracy +9 (+2 eff.) Ignore Armor +20 defense ------ Resistance +30% lightning Mind save +6 (+2 eff.) Stun Resist +48% other ------- EQ when Hit +0.04 Hate-on-crit +4.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex +8 Cun +10 Con offense ------ Critical power +20.00% Move Speed +10% Ignore resists +15% acid Accuracy +8 (+2 eff.) Ignore Armor +20 defense ------ Fatigue -8% Resistance +3% acid +6% cold +6% fire +19% mind +9% nature Life Regen +4.00 Confus Resist +45% other ------- Stamina/turn +1.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con offense ------ Critical power +10.00% Spellpower/crit +10 defense ------ Armor +7 Defense +8 (+1 eff.) Max Resistance +6% all Physical save +42 (+11 eff.) Life +80.00 Life Regen +11.00 other ------- Light +3 Masteries +0.30 Technique/Mobility Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+3 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+11 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +7 Con offense ------ Critical power +5.00% Physical Power +15 (+4 eff.) Spellpower +5 (+2 eff.) Damage +20% lightning +6% temporal +3% acid defense ------ Resistance +40% lightning +9% temporal Life +100.00 Life Regen +19.00 Healmod +20% other ------- Mana/turn +0.12 Max mana +60.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: offense ------ Damage +6% light +16% nature Ignore resists +10% arcane When Hit 10 arcane defense ------ Resistance +5% arcane +32% nature Mind save +15 (+4 eff.) Blind Resist +50% Confus Resist +50% other ------- Infravision +6 See Stealth +16 See Invisibility +17 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con defense ------ Resistance +19% acid +21% fire +24% lightning +30% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con offense ------ Accuracy +17 (+4 eff.) Ignore Armor +13 defense ------ Defense +17 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con offense ------ Physical Power +15 (+4 eff.) Spellpower +9 (+3 eff.) Mindpower +15 (+3 eff.) Damage +7% all defense ------ Resistance +30% acid +24% fire +30% lightning +23% cold Rings make your fingers look great! |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 35% Dex, 65% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Unique] Psionic Weapon Damage 35.0 - 45.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +15.0% Attack Speed 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex offense ------ Critical power +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Cun, 20% Mag, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+4 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+14 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 164 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." |
![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +8 (+2 eff.) Ignore resists +15% mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 defense ------ Resistance +12% blight Physical save +8 (+2 eff.) Life +40.00 Healmod +5% Poison Resist +20% Stun Resist +20% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +2 (+0 eff.) Damage +9% physical Ignore resists +15% physical Accuracy +10 (+2 eff.) When Hit 2 physical defense ------ Physical save +6 (+2 eff.) other ------- Max stamina +10.00 Light +2 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +6 Dex offense ------ Physical Crit +6.0% Ignore resists +15% physical defense ------ Armor +16 Defense +23 (+4 eff.) Resistance +30% cold +5% arcane +2% physical Physical save +9 (+2 eff.) other ------- Stamina/turn +3.10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +2 Con offense ------ Critical power +15.00% On-Hit 11 darkness Damage +8% darkness +9% physical Ignore resists +25% blight When Hit 10 blight defense ------ Armor +10 Resistance +11% darkness other ------- Stamina/turn +3.00 Max stamina +30.00 Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 20% Moonlight Ray level 3 On Hit: * 10% chance to reduce damage dealt by 31% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +15 other ------- Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Weapon Damage 38.0 - 53.2 Physical Uses 40% Cun, 40% Str, 10% Mag 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 83% On Hit: 20% Obliterating Smash level 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Effective talent level: 3.0 Power cost 21 out of 25/25. Range 3 Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 1.0 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +11 Con defense ------ Armor +3 Resistance +9% light +18% acid Physical save +42 (+11 eff.) Spell save +12 (+4 eff.) Mind save +12 (+3 eff.) Life Regen +7.00 Disarm Resist +76% other ------- Stamina/turn +0.80 Max stamina +27.00 See Invisibility +6 Unarmed combat: Weapon Damage 24.0 - 26.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +17 physical On Hit: 20% Juggernaut level 2 On Hit: 10% Nightmare level 5 Juggernaut: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 4.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str offense ------ Damage +7% nature +6% temporal Ignore resists +10% temporal +5% cold +24% physical When Hit 2 temporal On-Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% temporal +3% cold +13% nature +15% darkness Affinity +15% darkness other ------- Infravision +9 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Rare] Nature While equipped: Stats +6 Str +3 Dex offense ------ Physical Power +15 (+4 eff.) Ignore resists +15% nature defense ------ Resistance +15% light +21% darkness Physical save +15 (+4 eff.) Spell save +10 (+3 eff.) Mind save +15 (+4 eff.) Life +78.00 Life Regen +4.14 Confus Resist +21% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +15% acid +21% fire Physical save +7 (+2 eff.) Spell save +6 (+2 eff.) Healmod +12% Stun Resist +20% Knockbk Resist +20% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +6% Mindpower +5 (+1 eff.) defense ------ Mind save +6 (+2 eff.) Life +52.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T5 lite [Ego+] Master/Psionic While equipped: offense ------ Ignore resists +8% all Ignore Armor +10 defense ------ Mind save +11 (+3 eff.) other ------- Light +6 See Stealth +19 See Invisibility +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +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 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 Encumbrance T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown 100% to heal for 48. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: defense ------ Resistance +6% blight +3% temporal Life +20.00 Blind Resist +10% Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 13 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Drem Unlocker the Cornac Rogue level 50
7th Flare 125th year of Ascendancy at 11:40 see stats
By Drem Unlocker the Cornac Rogue level 40
3rd Dusk 123rd year of Ascendancy at 07:23 see stats
By Drem Unlocker the Cornac Rogue level 50
1st Flare 124th year of Ascendancy at 06:47 see stats
By Drem Unlocker the Cornac Rogue level 40
10th Flare 123rd year of Ascendancy at 02:57 see stats
By Drem Unlocker the Cornac Rogue level 44
26th Dusk 123rd year of Ascendancy at 11:21 see stats
By Drem Unlocker the Cornac Rogue level 50
32nd Pyre 124th year of Ascendancy at 15:41 see stats
By Drem Unlocker the Cornac Rogue level 43
18th Dusk 123rd year of Ascendancy at 04:16 see stats
By Drem Unlocker the Cornac Rogue level 30
53rd Regrowth 123rd year of Ascendancy at 20:31 see stats
By Drem Unlocker the Cornac Rogue level 8
34th Dusk 122nd year of Ascendancy at 18:39 see stats
By Drem Unlocker the Cornac Rogue level 50
10th Dusk 125th year of Ascendancy at 11:55 see stats
By Drem Unlocker the Cornac Rogue level 42
13rd Dusk 123rd year of Ascendancy at 03:44 see stats
By Drem Unlocker the Cornac Rogue level 31
56th Regrowth 123rd year of Ascendancy at 20:10 see stats
By Drem Unlocker the Cornac Rogue level 50
60th Pyre 125th year of Ascendancy at 01:42 see stats
By Drem Unlocker the Cornac Rogue level 26
37th Regrowth 123rd year of Ascendancy at 03:04 see stats
By Drem Unlocker the Cornac Rogue level 38
75th Pyre 123rd year of Ascendancy at 00:51 see stats
By Drem Unlocker the Cornac Rogue level 41
10th Dusk 123rd year of Ascendancy at 03:15 see stats
By Drem Unlocker the Cornac Rogue level 50
17th Pyre 125th year of Ascendancy at 18:27 see stats
By Drem Unlocker the Cornac Rogue level 50
26th Dusk 124th year of Ascendancy at 00:45 see stats
By Drem Unlocker the Cornac Rogue level 33
69th Regrowth 123rd year of Ascendancy at 12:45 see stats
By Drem Unlocker the Cornac Rogue level 46
27th Dusk 123rd year of Ascendancy at 02:45 see stats
By Drem Unlocker the Cornac Rogue level 50
2nd Summertide 125th year of Ascendancy at 10:40 see stats
By Drem Unlocker the Cornac Rogue level 50
20th Dusk 125th year of Ascendancy at 18:19 see stats
By Drem Unlocker the Cornac Rogue level 10
49th Dusk 122nd year of Ascendancy at 03:11 see stats
By Drem Unlocker the Cornac Rogue level 20
59th Haze 122nd year of Ascendancy at 14:39 see stats
By Drem Unlocker the Cornac Rogue level 30
49th Regrowth 123rd year of Ascendancy at 05:10 see stats
By Drem Unlocker the Cornac Rogue level 40
9th Flare 123rd year of Ascendancy at 09:52 see stats
By Drem Unlocker the Cornac Rogue level 50
18th Pyre 124th year of Ascendancy at 17:58 see stats
By Drem Unlocker the Cornac Rogue level 50
1st Pyre 125th year of Ascendancy at 12:55 see stats
By Drem Unlocker the Cornac Rogue level 20
71st Haze 122nd year of Ascendancy at 22:07 see stats
By Drem Unlocker the Cornac Rogue level 50
11st Dusk 124th year of Ascendancy at 10:44 see stats
By Drem Unlocker the Cornac Rogue level 50
10th Mirth 125th year of Ascendancy at 13:56 see stats
By Drem Unlocker the Cornac Rogue level 44
25th Dusk 123rd year of Ascendancy at 21:52 see stats
By Drem Unlocker the Cornac Rogue level 28
44th Regrowth 123rd year of Ascendancy at 05:13 see stats
By Drem Unlocker the Cornac Rogue level 43
13rd Dusk 123rd year of Ascendancy at 09:48 see stats
By Drem Unlocker the Cornac Rogue level 50
60th Pyre 125th year of Ascendancy at 01:41 see stats
By Drem Unlocker the Cornac Rogue level 23
15th Regrowth 123rd year of Ascendancy at 19:02 see stats
By Drem Unlocker the Cornac Rogue level 7
79th Pyre 122nd year of Ascendancy at 22:25 see stats
By Drem Unlocker the Cornac Rogue level 50
1st Pyre 125th year of Ascendancy at 11:46 see stats
By Drem Unlocker the Cornac Rogue level 50
60th Pyre 125th year of Ascendancy at 01:42 see stats
By Drem Unlocker the Cornac Rogue level 50
10th Dusk 124th year of Ascendancy at 13:26 see stats
By Drem Unlocker the Cornac Rogue level 8
44th Dusk 122nd year of Ascendancy at 06:56 see stats
By Drem Unlocker the Cornac Rogue level 47
55th Dusk 123rd year of Ascendancy at 21:23 see stats
By Drem Unlocker the Cornac Rogue level 22
10th Regrowth 123rd year of Ascendancy at 08:16 see stats
By Drem Unlocker the Cornac Rogue level 15
24th Haze 122nd year of Ascendancy at 19:30 see stats
By Drem Unlocker the Cornac Rogue level 39
9th Flare 123rd year of Ascendancy at 09:52 see stats
By Drem Unlocker the Cornac Rogue level 42
10th Dusk 123rd year of Ascendancy at 19:24 see stats
Log
You gain 5.36 gold from the transmogrification of stormbringer's iron mace (14-19 power, 2 apr).
You gain 4.66 gold from the transmogrification of quick steel mace of vileness (13-18 power, 3 apr).
You gain 25.00 gold from the transmogrification of dwarven-steel mace 'Isigabeth' (28-39 power, 4 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel mace (29-41 power, 4 apr).
You gain 2.45 gold from the transmogrification of arcing voratun mace of massacre (60-83 power, 6 apr).
You gain 25.00 gold from the transmogrification of Shinebrand the stralite mace (36-50 power, 5 apr).
You gain 6.32 gold from the transmogrification of quick stralite longsword of crippling (33-46 power, 5 apr).
You gain 1.00 gold from the transmogrification of iron longsword of projection (13-18 power, 2 apr).
You gain 25.00 gold from the transmogrification of Dayobeisance the voratun longsword (43-60 power, 6 apr).
You gain 8.20 gold from the transmogrification of mighty elven-wood longbow of fire.
You gain 25.00 gold from the transmogrification of Strikeedge the dragonbone longbow.
You gain 25.00 gold from the transmogrification of voratun greatsword 'Mucusglean' (65-104 power, 4 apr).
You gain 25.00 gold from the transmogrification of voratun greatmaul 'Eilinithra' (64-95 power, 4 apr).
You gain 3.25 gold from the transmogrification of voratun dagger of torment (37-48 power, 9 apr).
You gain 7.55 gold from the transmogrification of plaguebringer's voratun dagger (38-49 power, 9 apr).
You gain 4.00 gold from the transmogrification of flaming iron dagger of rage (10-12 power, 5 apr).
You gain 1.69 gold from the transmogrification of flaming dwarven-steel dagger (17-22 power, 7 apr).
You gain 4.61 gold from the transmogrification of blazebringer's steel dagger (10-14 power, 6 apr).
You gain 3.49 gold from the transmogrification of balanced iron dagger of amnesia (10-12 power, 5 apr).
You gain 2.75 gold from the transmogrification of acidic iron dagger of corruption (10-12 power, 5 apr).
You gain 25.00 gold from the transmogrification of Mandible of Ungolmor (40-52 power, 12 apr).
You gain 0.95 gold from the transmogrification of acidic iron battleaxe of massacre (27-40 power, 1 apr).
You gain 3.05 gold from the transmogrification of rogue's voratun ring.
You gain 1.93 gold from the transmogrification of regeneration infusion (heal 477; 15 cd).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Drem Unlocker activates Blade Flurry.
Talent Track is ready to use.
Drem Unlocker uses Track.