















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: 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:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Normal Adventure |
Sex | Male |
Race | Krog |
Class | Rogue |
Level / Exp | 50 / 6438% |
Size | huge |
Lifes / Deaths | Killed by ultimate shivgoroth at level 5 on the 5th Mirth 122nd year of Ascendancy at 01:51 2 / 6Killed by Grand Corruptor at level 25 on the 18th Dusk 123rd year of Ascendancy at 12:26 Killed by Big John's Inner Demon at level 50 on the 34th Dusk 125th year of Ascendancy at 01:31 Killed by Big John at level 50 on the 71st Haze 126th year of Ascendancy at 23:53 Killed by Isluth the umber hulk at level 50 on the 5th Dusk 127th year of Ascendancy at 13:55 Killed by Lord of Skulls (warrior) at level 50 on the 21st Dusk 127th year of Ascendancy at 15:19 |
Antimagic | Follower |
Primary Stats
Strength | 60 (base 43) |
Dexterity | 101 (base 60) |
Constitution | 70 (base 24) |
Magic | 26 (base 9) |
Willpower | 117 (base 60) |
Cunning | 155 (base 60) |
Resources
Life | -134/1536 |
Psi | 247/247 |
Stamina | 459/465 |
Equilibrium | 30 |
Healing Factor | 2.0272792565122 |
Regeneration | 251.30276274886 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +17% |
Spell | 0% |
Global | +71.207900197073% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 11 |
See Stealth | 95.198249349268 |
See Invisible | 109.19824934927 |
ESP Range | 10 |
ESP Kinds | demon/minor, animal/canine, demon/major |
Offense: Mainhand
Damage | 141 |
Accuracy | 84 |
Crit Chance | 80% |
APR | 51 |
Speed | 1.00 |
Offense: Offhand
Damage | 141 |
Accuracy | 84 |
Crit Chance | 80% |
APR | 51 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15.5 |
Crit Chance | 59% |
Speed | 1 |
Offense: Mind
Mindpower | 87 |
Crit Chance | 69% |
Speed | 1 |
Offense: Damage Bonus
Acid | +38% |
Nature | +209% |
Temporal | +40% |
Blight | +34% |
Darkness | +51% |
Cold | +57% |
All | +28% |
Offense: Damage Penetration
Physical | +19% |
Temporal | +25% |
Blight | +112% |
Arcane | +35% |
All | +10% |
Nature | +61% |
Defense: Base
Armour (hardiness) | 10 (53.292302510663%) |
Defense | 89 |
Ranged Defense | 89 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 52 |
Mental Save | 68 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 80%( 80%) |
Arcane | + 67%( 80%) |
Cold | + 70%( 70%) |
All | + 40%( 70%) |
Lightning | + 70%( 70%) |
Darkness | + 40%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 56% |
Knockback Resistance | 93% |
Confusion Resistance | 58% |
Stun Resistance | 100% |
Pinning Resistance | 71% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 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 961% 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 Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 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 -985 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 1970 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 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 -981 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 1963 life, 14 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. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 22% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 2.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 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
Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Wild-gift / Antimagic | 1.80 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Trained Reactions |
talent | Volatile Poison |
talent | Leeching Poison |
talent | Antimagic Shield |
detrimental effect | Reduces global action speed by 40%. Slow |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 50% of the time and arcane sustains have a 5.0% chance to deactivate each turn. Antimagic Disruption |
detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 7 Net Damage: 153 - 214 Accuracy: 97 (knife) APR: 25 Crit Chance: +83% Crit mult: 352% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | You gain 123% resistance against lightning, cold and fire. Resolve |
beneficial effect | The target's critical strike damage bonus is increased by 52%. Shadowstrike |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 54.4 and stamina regeneration by 10.7. Soothing Darkness |
beneficial effect | The target has 69 increased life regeneration. Recovery |
beneficial effect | Increases defense by 22. Mobile Defense |
detrimental effect | Soul absorbed upon death. Soul Leech |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Dream Walk (+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 |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 101): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 128 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 75): Rush Hour (128)Turns left: 7 You completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 152 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 77): Rush Hour (152)Turns left: 76 You completed the challenge and received: Random Artifact: Flamepiety (157% power, 6 apr) | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 79): Headhunter2 / 2 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 81): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 85): ExterminatorYou completed the challenge and received: Random Artifact: Firelord (159% power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 86): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 218 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 89): Rush Hour (218)Turns left: 131 You completed the challenge and received: Random Artifact: Destala's Scales (10 def, 0 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 90): Near SightedYou completed the challenge and received: Random Artifact: Growthwalker (111% power, 1 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 263 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 91): Rush Hour (263)Turns left: 162 You completed the challenge and received: Random Artifact: Goradutir (0 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 93): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 94): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 95): Mirror MatchYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 96): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 98): Mirror MatchYou completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 99): Mirror MatchYou completed the challenge and received: +1 Class Point | 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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1371. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope 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. Stire of Derth has completed an elixir of precision 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 mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an 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. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +8 Dex +6 Wil +5 Con +15 Lck dps ---------- Mind.pwr +38 (+8 eff.) Res.pen +9% physical ----- def ----- Armour +5 Fatigue -9% Phys.save +14 (+5 eff.) Stealth +13 ---------- misc Max.enc +50 Equi/ret +0.20 Psi/ret +0.12 Max.psi +40.00 Blindside: Puts all charms on 16 cooldown Level 3.5 Pwr.cost 16 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. This object's appearance was changed to Eden's Guile. |
Quiver | ![]() 3.0 T5 arrow ammo [Rare] Master Power 168% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 56 Ranged+ +20 mind On Hit.r1 +20 lightning On Hit: * 20% chance to reduce all saves and defense by 45 While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T5 lite [Unique] Nature/Disrupt While equipped: Stats +12 Wil +12 Cun +12 Con ----- def ----- Resists +20% blight +40% arcane Res.Cap +10% blight +10% arcane Phys.save +15 (+5 eff.) Spell.save +30 (+10 eff.) Mind.save +15 (+4 eff.) ---------- misc Equi/turn -1.00 Light +6 Masteries +0.20 Wild-gift/Call of the wild +0.50 Wild-gift/Antimagic Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
On head | ![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+1 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 4.5 Pwr.cost 22 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 12. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. 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 | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 131% Range: 1.4x Uses 40% Wil, 40% Str, 40% Dex 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 5% Slash 3 On Hit: 10% Dominate 3 Instill Fear: Level 4.5 Pwr.cost 13 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 47.36 mind and 55.87 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 39% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 39. Terrified: Deals 11.52 mind and 13.59 darkness damage per turn and increases cooldowns by 60%. Haunted: Causes the target to suffer 18.38 mind and 21.68 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. This object's appearance was changed to Sludgegrip. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 7 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +9 Cun +9 Dex dps ---------- Mov.spd +17% Dmg.mod +9% cold +9% temporal Res.pen +25% arcane Acc +28 (+6 eff.) ----- def ----- Defense +13 (+2 eff.) Resists +5% arcane Max.HP +48.00 Disarm- +38% Pinning- +35% Knockbk- +46% Blinding Speed: Puts all charms on 25 cooldown Level 7.2 Pwr.cost 25 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 49% for 5 turns. Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Con dps ---------- Mind.pwr +30 (+6 eff.) Dmg.mod +18% nature ----- def ----- Resists +36% nature Mind.save +12 (+3 eff.) Max.HP +33.00 Disarm- +38% Confus- +48% Pinning- +36% Knockbk- +47% ---------- misc Infravis +3 Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Phys.pwr +12 (+4 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +19% all Res.pen +10% all Acc +10 (+2 eff.) Melee Ret 34 darkness ----- def ----- Heal.mod +50% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar would symbiotize with another like it. The set is complete. Power 145% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +14.0% Atk.spd 100% On Hit: * 15% chance to slow global speed by 75% * 20% chance to reduce armor by 19% While equipped: Stats +2 Dex +4 Mag +4 Wil +18 Cun dps ---------- Mind.crit +5% Crit.mult +48.00% Mind.pwr +10 (+2 eff.) Dmg.mod +22% nature Res.pen +51% blight +8% nature ----- def ----- Resists +20% blight +9% nature Disease- +48% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Master While equipped: Stats +3 Dex +4 Cun +6 Lck dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +6% blight Melee Ret 4 blight 6 light ----- def ----- Defense +23 (+4 eff.) Spell.save +13 (+5 eff.) Stealth +22 ---------- misc T.Disarm +9 Infravis +3 Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar would symbiotize with another like it. The set is complete. Power 145% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +14.0% Atk.spd 100% On Hit: * 15% chance to slow global speed by 75% * 20% chance to reduce armor by 19% While equipped: Stats +2 Dex +4 Mag +4 Wil +18 Cun dps ---------- Mind.crit +5% Crit.mult +48.00% Mind.pwr +10 (+2 eff.) Dmg.mod +22% nature Res.pen +51% blight +8% nature ----- def ----- Resists +20% blight +9% nature Disease- +48% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+4 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +10 Cun +8 Con dps ---------- Crit.mult +20.00% Dmg.mod +3% temporal +3% darkness +59% nature Res.pen +15% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% cold +45% nature +15% all Poison- +50% Disease- +47% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Hate/m.crit +4.00 Psi/m.crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Evermoss Robe. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 965% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 685 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% acid +36% nature Res.pen +32% darkness +30% nature On Hit (Melee): * 26% chance to slow global speed by 75% ----- def ----- Resists +27% acid +14% light +14% darkness Blind- +26% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 4.5 Pwr.cost 22 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 565 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% mind Res.pen +10% cold Melee Ret 8 cold ----- def ----- Crit.chn- 15.00% ---------- misc Equi/ret +0.04 Masteries +0.39 Cunning/Trapping Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Str +5 Mag dps ---------- Dmg.mod +18% blight +9% temporal +6% fire Melee Ret 10 fire 6 temporal ---------- misc Mana/turn +0.12 Vim/s.crit +2.04 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+9 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 23 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (116). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +16.00% Acc +8 (+2 eff.) Apr +16 ----- def ----- Fatigue -8% HP.reg +4.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% temporal Pinning- +22% Knockbk- +26% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +20% temporal Pinning- +37% Knockbk- +42% ---------- misc Masteries +0.40 Cunning/Poisons +0.40 Cunning/Stealth Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 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 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. This item has been sent to the Item's Vault. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +9 Mag dps ---------- Dmg.mod +15% light +3% cold Melee Ret 4 cold On Hit (Melee): * 28% chance to reduce armor by 19% ----- def ----- Armour +16 Resists +9% acid +9% cold Spell.save +18 (+6 eff.) Blind- +41% ---------- misc Light +3 Infravis +4 See.Stealth +24 See.Invis +15 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +1 Dex +5 Mag +2 Wil +3 Con dps ---------- Phys.pwr +11 (+4 eff.) Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +6% darkness +18% physical Res.pen +5% darkness ----- def ----- Resists +18% physical Crit.chn- 15.00% Spell.save +10 (+4 eff.) ---------- misc Infravis +3 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 31 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -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 T5 ring jewelry [Rare] Psionic While equipped: Stats +9 Wil dps ---------- Dmg.mod +15% arcane Melee Ret 8 physical ----- def ----- Armour +20 Resists +6% physical Mind.save +27 (+7 eff.) Confus- +46% ---------- misc Equi/ret +0.28 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Armour of Shadows You have set the ring to grant you Armour of Shadows! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Str +7 Mag +7 Wil +14 Cun dps ---------- Spell.pwr +13 (+3 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +9% cold +15% fire Res.pen +15% fire ----- def ----- Armour +14 Resists +12% fire Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Nature Power 106% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature While equipped: Stats +11 Wil +13 Con ----- def ----- Crit.chn- 5.00% Max.HP +37.00 Cut- +10% Silence- +20% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Nature/Master Power 147% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +8 Wil +13 Con dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +15 (+3 eff.) Max.HP +54.00 Disarm- +32% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Nature Power 149% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 nature While equipped: Stats +13 Str +13 Dex +13 Mag +13 Wil +13 Cun +11 Con Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 147% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +15 Str +8 Dex +13 Mag +6 Wil +11 Cun +8 Con dps ---------- Dmg.mod +14% physical Acc +13 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego++] Master Power 106% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Dex dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) Phys.spd +10% Acc +13 (+3 eff.) Sharp, short and deadly. |
![]() 4.0 T2 longbow 2H weapon [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +24 lightning While equipped: Stats +5 Str +7 Cun +12 Wil dps ---------- Mind.crit +4% Phys.pwr +12 (+4 eff.) Dmg.mod +21% darkness On Hit (Ranged): * 29% chance to slow global speed by 75% * 29% chance to reduce damage dealt by 36% ----- def ----- Resists +12% nature ---------- misc Max.hate +14.28 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon [Ego] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +12 fire While equipped: Stats +5 Con dps ---------- Dmg.mod +17% fire ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 96 life over 5 turns Puts all charms on 13 cooldown Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon [Ego++] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Crit.r2 +44 lightning +39 cold While equipped: dps ---------- Phys.crit +15.0% Mov.spd +57% Res.pen +26% lightning +26% cold Acc +17 (+3 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Psionic Power 112% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit.r2 +20 physical While equipped: dps ---------- Mind.crit +5% Phys.pwr +35 (+10 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +21% lightning +12% physical +21% nature Res.pen +32% lightning +32% nature Apr +4 ----- def ----- Resists +4% physical Mind.save +8 (+2 eff.) ---------- misc Max.stam +38.18 Max.psi +42.00 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. |
![]() 4.0 T5 sling 1H weapon [Random Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% On Hit.r1 +4 mind On Crit.r2 +85 fire While equipped: Stats +5 Str +12 Dex +13 Mag +10 Wil +12 Cun +13 Con dps ---------- All.spd +3% Dmg.mod +12% mind Res.pen +24% fire Apr +3 ---------- misc Stam/turn +2.00 Masteries +0.20 Wild-gift/Fungus Regenerate 212 life over 5 turns Puts all charms on 13 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 sling 1H weapon [Ego+] Disrupt Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +21 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +13% nature ----- def ----- Resists +15% acid +15% cold +15% fire +15% lightning +9% all Spell.save +13 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Wil +10 Mag dps ---------- Spell.crit +15% Spell.pwr +48 (+10 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 124 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +25% Spell.pwr +40 (+8 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Arcane Vortex -2 Ice Storm -2 Chain Lightning -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() 2.5 T5 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Power 144% Range: 1.2x Uses 100% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+6 eff.) Dmg.mod +35% fire ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +10 Mag +11 Wil +11 Cun dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +7 Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego+] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +1% Spell.pwr +8 (+2 eff.) Dmg.mod +10% arcane ----- def ----- HP.reg +0.80 Heal.mod +14% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 waraxe 1H weapon [Ego++] Nature/Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +12 fire While equipped: dps ---------- Phys.crit +7.0% Crit.mult +14.00% All.spd +3% Res.pen +7% fire Apr +7 One-handed war axes. |
![]() 1.0 T5 belt armor [Random Unique] Arcane While equipped: Stats +9 Mag dps ---------- Dmg.mod +3% darkness ----- def ----- Fatigue -8% Resists +10% blight +3% fire +15% lightning +6% temporal HP.reg +4.04 Disarm- +20% ---------- misc Max.enc +60 Mana/turn +0.53 Max.mana +52.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 7.2 Pwr.cost 19 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 72 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: Stats +6 Dex +8 Wil +12 Cun +10 Lck dps ---------- Against +43% Summoned ----- def ----- D.Red.from +45% Summoned Stealth +15 ---------- misc T.Disarm +30 Infravis +6 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +7% Res.pen +10% darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +1% physical +25% light +30% cold +25% fire +6% darkness +9% temporal Crit.chn- 15.00% Stealth +15 Blind- +22% Silence- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Rare] Arcane While equipped: Stats +10 Dex dps ---------- Spell.crit +9% Spell.pwr +27 (+6 eff.) Dmg.mod +27% lightning +12% darkness Res.pen +20% lightning ----- def ----- Armour +14 Resists +43% lightning +13% all Phys.save +9 (+3 eff.) ---------- misc Mana/turn +0.32 Max.mana +88.00 Max.stam +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 31 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +8 Cun +5 Wil dps ---------- Mind.crit +1% Mind.pwr +15 (+3 eff.) Dmg.mod +6% darkness Melee Ret 4 blight ----- def ----- Armour +5 Fatigue +4% Resists +15% lightning +14% temporal Phys.save +14 (+5 eff.) Spell.save +13 (+5 eff.) Mind.save +15 (+4 eff.) HP.reg +8.00 Heal.mod +15% ---------- misc Hate/m.crit +3.00 Max.psi +50.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Wil +8 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +3 Str +3 Dex +1 Cun +4 Con dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +6% acid Apr +5 ----- def ----- Armour +5 Defense +30 (+6 eff.) Phys.save +17 (+6 eff.) Mind.save +18 (+5 eff.) ---------- misc Max.stam +20.00 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Cun +4 Dex dps ---------- Mind.crit +2% Res.pen +10% mind ----- def ----- Armour +5 Fatigue +4% Mind.save +3 (+1 eff.) HP.reg +9.00 Heal.mod +18% Silence- +48% Confus- +50% Stun/Frz- +38% ---------- misc Psi/ret +0.16 Hate/m.crit +1.00 Max.psi +30.00 Disengage: Puts all charms on 10 cooldown Level 3.2 Pwr.cost 10 out of 15/15. Range 7 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 173% 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. 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 [Random Unique] Arcane/Master While equipped: Stats +10 Mag dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Spell.pwr +4 (+1 eff.) Dmg.mod +10% acid +7% blight +6% light +3% arcane Res.pen +5% temporal Apr +12 ----- def ----- Armour +5 Fatigue +4% Resists +15% temporal Disease- +46% Silence- +42% Confus- +50% Stun/Frz- +45% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +13 (+3 eff.) ----- def ----- Armour +5 ---------- misc Stam/turn +1.30 Max.stam +40.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Master While equipped: Stats +4 Dex +8 Cun +4 Con ----- def ----- Armour +3 Phys.save +19 (+6 eff.) Mind.save +18 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 5.9 Pwr.cost 10 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 7 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 210% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 1.0 T4 hands armor [Rare] Nature While equipped: dps ---------- Mind.pwr +25 (+5 eff.) Melee+ 13 nature Dmg.mod +10% nature +15% blight Res.pen +25% arcane Melee Ret 6 mind ----- def ----- Armour +3 Resists +10% nature +15% light ---------- misc Psi/ret +0.20 Unarmed combat: Power 131% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +15 nature On Hit: 10% Venomous Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: dps ---------- Melee+ 11 light 14 temporal Ranged+ 11 temporal Dmg.mod +6% temporal +9% light +9% darkness Res.pen +15% darkness Melee Ret 6 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 36% ----- def ----- Armour +3 Fatigue +5% Resists +14% light +11% temporal HP.reg +3.00 ---------- misc Stam/turn +1.20 Max.stam +29.00 Unarmed combat: Power 136% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Nightmare 5 On Hit: 20% Searing Light 5 On Hit: * 9% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature While equipped: dps ---------- Melee+ 8 physical 7 nature 11 fire Dmg.mod +12% lightning +5% physical +5% nature +4% fire Res.pen +5% light Melee Ret 2 lightning ----- def ----- Armour +8 Fatigue +3% Resists +7% nature +6% fire Unarmed combat: Power 121% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +7 physical On Crit.r2 +7 physical +6 nature +6 fire On Hit: 10% Fire Breath 3 On Hit: 10% Sand Breath 3 On Hit: 10% Venomous Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +3 Mag +5 Cun +1 Con dps ---------- Melee+ 15 fire 13 physical Dmg.mod +10% physical +11% fire Res.pen +10% lightning Acc +15 (+3 eff.) ----- def ----- Armour +13 Fatigue +5% Resists +12% lightning +10% fire +15% darkness Crit.chn- 18.12% ---------- misc Infravis +4 See.Invis +6 Unarmed combat: Power 136% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +14 Apr +15 Crit +23.0% Atk.spd 83% Melee+ +29 darkness On Hit.r1 +15 physical On Crit.r2 +15 physical +13 fire On Hit: 10% Sand Breath 5 On Hit: 10% Fire Breath 5 On Crit: 10% Dominate 5 Track: Puts all charms on 10 cooldown Level 4.5 Pwr.cost 10 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 38 for 7 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+3 eff.) ----- def ----- Defense +8 (+1 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 62 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+2 eff.) Mind.pwr +15 (+3 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+0 eff.) Resists +20% fire Mind.save -10 (-2 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 2.0 T5 head armor [Ego] Master While equipped: ----- def ----- Armour +11 Fatigue +5% ---------- misc Infravis +3 A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +8 Wil ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +15% cold Mind.save +12 (+3 eff.) ---------- misc Breathe water A cap made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +12% blight +17% cold +12% nature A suit of armour made of mail. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Master While equipped: Stats +10 Str dps ---------- Dmg.mod +6% arcane Res.pen +28% arcane +20% acid Melee Ret 4 arcane 8 acid ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +9% acid +15% physical +20% light +8% arcane +32% darkness Spell.save +25 (+8 eff.) ---------- misc Light +2 Track: Puts all charms on 19 cooldown Level 4.5 Pwr.cost 19 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 38 for 7 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature/Psionic While equipped: Stats +8 Cun +7 Wil ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Mind.save +19 (+5 eff.) Max.HP +68.00 HP.reg +9.00 Heal.mod +18% A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% HP.reg +3.60 ---------- misc Stam/turn +1.30 A suit of armour made of leather. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 135% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 Melee+ +16 acid While equipped: Stats +4 Con dps ---------- On Melee Ret: * 16% chance to reduce armor by 19% ----- def ----- Armour +6 Fatigue +8% Resists +16% acid +24% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.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 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +3 Str +6 Dex dps ---------- Phys.pwr +9 (+3 eff.) Mov.spd +10% Dmg.mod +13% mind +14% fire Res.pen +5% darkness +10% physical Apr +4 Melee Ret 4 light ----- def ----- Armour +4 Resists +3% physical Mind.save +14 (+4 eff.) Max.HP +36.00 ---------- misc Max.stam +21.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Nature/Master While equipped: Stats +8 Str dps ---------- Dmg.mod +9% nature +15% fire Res.pen +25% arcane Apr +13 Melee Ret 8 fire ----- def ----- Resists +14% nature +6% fire ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 17 cooldown Level 5.9 Pwr.cost 17 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +111 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. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 50 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. |
![]() 2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 2.0 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 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 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 62 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +4 Con +8 Mag dps ---------- S.pwr/crit +10 Res.pen +10% lightning +10% temporal +10% blight Phasing +30% On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +8% blight HP.reg +8.00 ---------- misc Mana/s.crit +2.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Rare] Master While equipped: Stats +6 Str +7 Con dps ---------- Dmg.mod +12% nature +15% temporal ----- def ----- Armour +12 Resists +9% temporal Die.at -80.00 life ---------- misc Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 416.76 darkness damage (based on Mindpower and charge). Uses 7 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +19 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Spell.pwr +20 (+4 eff.) Dmg.mod +14% mind ----- def ----- Crit.chn- 15.00% Spell.save +6 (+2 eff.) ---------- misc Vim/s.crit +2.50 Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Random Unique] Psionic While equipped: Stats +11 Wil dps ---------- Spell.crit +2% Mind.crit +12% Mind.pwr +12 (+3 eff.) Dmg.mod +14% mind +9% arcane ----- def ----- Defense +15 (+3 eff.) Phys.save +19 (+6 eff.) Spell.save +32 (+10 eff.) Mind.save +30 (+8 eff.) ---------- misc Mana/s.crit +2.55 Max.mana +40.00 Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 4.5 Pwr.cost 12 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 38 for 7 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +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 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 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 Con +5 Mag 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 Con +5 Mag 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. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 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 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 125 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 939.36 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 16 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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. |
![]() 3.0 T5 shot ammo [Random Unique] Master Power 197% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +18 Crit +33.0% Capacity 20 Proj.spd +200% Ranged+ +20 lightning +12 mind On Hit.r1 +20 lightning On Crit.r2 +12 mind On Hit: * 28% chance to slow global speed by 75% * 20% chance to reduce all saves and defense by 45 On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Random Unique] Nature/Master/Psionic Power 180% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +21.0% Capacity 21 Ranged+ +25 fire On Hit.r1 +4 nature +8 mind On Crit.r2 +16 nature +13 fire On Hit: * 20% chance to reduce all saves and defense by 45 * 20% chance to slow global speed by 75% * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +24% light +30% mind Res.pen +15% lightning +10% mind Melee Ret 8 temporal ----- def ----- Resists +9% lightning ---------- misc Light +3 Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 544 physical damage Puts all charms on 10 cooldown 100% to increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +5 Mag +2 Wil +6 Cun +2 Con dps ---------- Res.pen +10% light ----- def ----- Resists +6% light Crit.chn- 10.00% Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 461 physical damage Puts all charms on 10 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +12% temporal ----- def ----- Defense +10 (+2 eff.) Resists +6% temporal Phys.save +12 (+4 eff.) ---------- misc Max.hate +4.00 Max.psi +30.00 Setup a psionic shield, reducing all damage taken by 129 for 5 turns Puts all charms on 16 cooldown 100% to gain a 26% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 3 beneficial effects by 3. 100% to increase all damage by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 16 cooldown 100% to gain a 27% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 143 for 5 turns Puts all charms on 16 cooldown 100% to reduce fatigue by 45% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 576 mind damage and silencing them for 4 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +5 Mag +3 Wil +3 Cun ----- def ----- Resists +18% darkness Crit.chn- 15.15% ---------- misc See.Invis +24 Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 10 cooldown 100% to reduce fatigue by 54% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% arcane +3% cold Res.pen +10% arcane Melee Ret 6 arcane 4 cold ----- def ----- Resists +5% arcane Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1103 Base Damage: 450 Armor: 20 All Resist: 26 Puts all charms on 16 cooldown 100% to gain a 30% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% cold ----- def ----- Resists +6% nature +2% physical Crit.chn- 15.00% Phys.save +9 (+3 eff.) Poison- +20% Disease- +20% Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 10 cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 16 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +25% fire ----- def ----- Resists +3% blight Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 17% for 2 turns. 100% to gain a 22% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% blight Res.pen +35% blight On Hit (Melee): * 28% chance to reduce all saves and defense by 45 ----- def ----- Resists +6% blight +15% cold Sting an enemy dealing 1712 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown 100% to heal for 100. 100% to reduce 3 talent cooldowns by 2. 100% to increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 75% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 31 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness On Hit (Melee): * 26% chance to reduce damage dealt by 36% ----- def ----- Resists +30% lightning +24% cold +7% arcane +26% darkness Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 530 Base Damage: 220 Armor: 17 All Resist: 11 Puts all charms on 16 cooldown 100% to heal for 60. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +6 Dex ----- def ----- Armour +6 Resists +15% cold Poison- +20% Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 10 cooldown 100% to heal for 78. 100% to increase all damage penetration by 24% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +20% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 9 ----- def ----- Resists +6% light ---------- misc Light +1 Sting an enemy dealing 1323 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown 100% to reduce fatigue by 60% 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. |
![]() 2.0 T5 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 10 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 947 Base Damage: 514 Armor: 44 All Resist: 19 Puts all charms on 16 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 82 and armour hardiness by 70% Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego+] Nature Sting an enemy dealing 2120 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 752 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 112 and armour hardiness by 70% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Big John the Krog Rogue level 34
8th Pyre 124th year of Ascendancy at 02:09 see stats
By Big John the Krog Rogue level 47
1st Time of Balance 125th year of Ascendancy at 01:46 see stats
By Big John the Krog Rogue level 33
23rd Regrowth 124th year of Ascendancy at 17:32 see stats
By Big John the Krog Rogue level 19
62nd Regrowth 123rd year of Ascendancy at 06:10 see stats
By Big John the Krog Rogue level 37
51st Pyre 124th year of Ascendancy at 22:42 see stats
By Big John the Krog Rogue level 37
71st Pyre 124th year of Ascendancy at 02:31 see stats
By Big John the Krog Rogue level 50
5th Mirth 126th year of Ascendancy at 21:42 see stats
By Big John the Krog Rogue level 43
16th Haze 124th year of Ascendancy at 01:42 see stats
By Big John the Krog Rogue level 50
5th Regrowth 127th year of Ascendancy at 10:41 see stats
By Big John the Krog Rogue level 36
45th Pyre 124th year of Ascendancy at 23:16 see stats
By Big John the Krog Rogue level 16
78th Haze 122nd year of Ascendancy at 22:51 see stats
By Big John the Krog Rogue level 26
59th Dusk 123rd year of Ascendancy at 15:45 see stats
By Big John the Krog Rogue level 45
65th Regrowth 125th year of Ascendancy at 18:50 see stats
By Big John the Krog Rogue level 12
51st Dusk 122nd year of Ascendancy at 19:22 see stats
By Big John the Krog Rogue level 50
33rd Dusk 125th year of Ascendancy at 10:43 see stats
By Big John the Krog Rogue level 35
41st Pyre 124th year of Ascendancy at 05:31 see stats
By Big John the Krog Rogue level 50
76th Dusk 126th year of Ascendancy at 01:45 see stats
By Big John the Krog Rogue level 27
13rd Haze 123rd year of Ascendancy at 12:46 see stats
By Big John the Krog Rogue level 45
65th Regrowth 125th year of Ascendancy at 18:35 see stats
By Big John the Krog Rogue level 50
20th Pyre 127th year of Ascendancy at 23:47 see stats
By Big John the Krog Rogue level 50
31st Regrowth 127th year of Ascendancy at 01:40 see stats
By Big John the Krog Rogue level 50
8th Decay 125th year of Ascendancy at 16:02 see stats
By Big John the Krog Rogue level 18
22nd Regrowth 123rd year of Ascendancy at 12:49 see stats
By Big John the Krog Rogue level 24
2nd Summertide 123rd year of Ascendancy at 20:41 see stats
By Big John the Krog Rogue level 49
14th Pyre 125th year of Ascendancy at 22:30 see stats
By Big John the Krog Rogue level 50
35th Dusk 125th year of Ascendancy at 04:08 see stats
By Big John the Krog Rogue level 50
19th Dusk 125th year of Ascendancy at 18:00 see stats
By Big John the Krog Rogue level 34
38th Pyre 124th year of Ascendancy at 02:35 see stats
By Big John the Krog Rogue level 27
27th Haze 123rd year of Ascendancy at 02:27 see stats
By Big John the Krog Rogue level 39
72nd Pyre 124th year of Ascendancy at 02:48 see stats
By Big John the Krog Rogue level 50
17th Dusk 127th year of Ascendancy at 08:51 see stats
By Big John the Krog Rogue level 50
3rd Summertide 127th year of Ascendancy at 08:01 see stats
By Big John the Krog Rogue level 50
5th Dusk 127th year of Ascendancy at 01:34 see stats
By Big John the Krog Rogue level 49
11st Pyre 125th year of Ascendancy at 14:11 see stats
By Big John the Krog Rogue level 30
4th Decay 123rd year of Ascendancy at 18:51 see stats
By Big John the Krog Rogue level 10
43rd Dusk 122nd year of Ascendancy at 07:06 see stats
By Big John the Krog Rogue level 20
71st Regrowth 123rd year of Ascendancy at 13:58 see stats
By Big John the Krog Rogue level 30
61st Haze 123rd year of Ascendancy at 18:10 see stats
By Big John the Krog Rogue level 40
9th Flare 124th year of Ascendancy at 19:22 see stats
By Big John the Krog Rogue level 50
15th Pyre 125th year of Ascendancy at 22:04 see stats
By Big John the Krog Rogue level 50
33rd Dusk 125th year of Ascendancy at 05:05 see stats
By Big John the Krog Rogue level 50
22nd Regrowth 127th year of Ascendancy at 16:23 see stats
By Big John the Krog Rogue level 50
1st Flare 127th year of Ascendancy at 06:03 see stats
By Big John the Krog Rogue level 19
32nd Regrowth 123rd year of Ascendancy at 00:02 see stats
By Big John the Krog Rogue level 49
15th Pyre 125th year of Ascendancy at 21:58 see stats
By Big John the Krog Rogue level 42
55th Dusk 124th year of Ascendancy at 21:27 see stats
By Big John the Krog Rogue level 30
4th Decay 123rd year of Ascendancy at 18:26 see stats
By Big John the Krog Rogue level 35
41st Pyre 124th year of Ascendancy at 08:50 see stats
By Big John the Krog Rogue level 50
31st Regrowth 127th year of Ascendancy at 01:38 see stats
By Big John the Krog Rogue level 28
43rd Haze 123rd year of Ascendancy at 10:01 see stats
By Big John the Krog Rogue level 9
41st Dusk 122nd year of Ascendancy at 15:14 see stats
By Big John the Krog Rogue level 50
33rd Dusk 125th year of Ascendancy at 05:07 see stats
By Big John the Krog Rogue level 50
31st Regrowth 127th year of Ascendancy at 01:40 see stats
By Big John the Krog Rogue level 50
57th Haze 125th year of Ascendancy at 04:08 see stats
By Big John the Krog Rogue level 40
7th Dusk 124th year of Ascendancy at 19:19 see stats
By Big John the Krog Rogue level 19
40th Regrowth 123rd year of Ascendancy at 12:13 see stats
By Big John the Krog Rogue level 31
17th Regrowth 124th year of Ascendancy at 19:19 see stats
By Big John the Krog Rogue level 18
23rd Regrowth 123rd year of Ascendancy at 21:31 see stats
By Big John the Krog Rogue level 32
22nd Regrowth 124th year of Ascendancy at 13:02 see stats
By Big John the Krog Rogue level 50
74th Dusk 126th year of Ascendancy at 09:30 see stats
Log
Zubawyn the bloated horror's Venomous Strike hits Big John for (100 antimagic), (273 reacted , -5 stam), 451 nature, (14 antimagic), 0 cold, (7 antimagic), 0 cold (451 total damage).
Orc necromancer's desolate waste area effect hits Big John for (24 antimagic), 0 cold (0 total damage).
Zubawyn the bloated horror receives 511 healing from Venomous Strike.
Big John performs a melee critical strike against Orc summoner!
Orc summoner starts to bleed.
Big John performs a melee critical strike against Orc summoner!
Poison bursts out of Orc summoner's corpse!
You collect a new ingredient: orc heart (1).
Big John hits Orc summoner for 1703 nature, 25 darkness, 304 nature, 14 cold, 1670 nature (3716 total damage).
Big John killed Orc summoner!
Vulnerability Poison from Big John hits Lord of Skulls (warrior) for (33 absorbed), 0 arcane (0 total damage).
Deadly Poison from Big John hits Lord of Skulls (warrior) for (700 absorbed), 0 nature (0 total damage).
Deadly Poison from Big John hits Armoured skeleton warrior for (464 absorbed), 0 nature (0 total damage).
Sand-drake is magically poisoned!
Sand-drake is poisoned!
Sand-drake starts to bleed.
Sand-drake's Knockback is disrupted by his wounds!
Big John hits Lord of Skulls (warrior) for (12 absorbed), 0 nature (0 total damage).
Big John hits Armoured skeleton warrior for (14 absorbed), 0 nature (0 total damage).
Big John's Quickdraw Knife hits Sand-drake for 211 physical, 23 darkness, 276 nature, 31 cold (541 total damage).
Zubawyn the bloated horror uses Steady Shot.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior performs a melee critical strike against Big John!
Big John reacts to an attack from Armoured skeleton warrior, mitigating the blow!.
Big John reacts to an attack from Armoured skeleton warrior, mitigating the blow!.
Armoured skeleton warrior misses Big John.
Melee retaliation hits Armoured skeleton warrior for (31 absorbed), 0 darkness, (5 absorbed), 0 blight, (6 absorbed), 0 light, (31 absorbed), 0 darkness, (5 absorbed), 0 blight, (6 absorbed), 0 light (0 total damage).
Armoured skeleton warrior hits Big John for (286 reacted , -5 stam), 473 physical, (12 antimagic), 0 temporal, (4 antimagic), 0 fire, (112 reacted , -5 stam), 186 physical, (19 antimagic), 0 acid (658 total damage).
Lord of Skulls (warrior) performs a melee critical strike against Big John!
Big John reacts to an attack from Lord of Skulls (warrior), mitigating the blow!.