














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Oozemancer |
Level / Exp | 50 / 2815% |
Size | medium |
Lifes / Deaths | Killed by corrupted bandit at level 28 on the 3rd Loss 122nd year of Ascendancy at 06:41 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 27 (base 10) |
Dexterity | 54 (base 32) |
Constitution | 79 (base 60) |
Magic | 19 (base 10) |
Willpower | 117.78166735093 (base 60) |
Cunning | 125.68125256598 (base 60) |
Resources
Life | 1973/1973 |
Equilibrium | 76 |
Healing Factor | 1.4168020097747 |
Regeneration | 28.638032075123 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +19% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 15.511409973216 |
Infravision | 5 |
See Stealth | 49.046507034547 |
See Invisible | 58.046507034547 |
Offense: Mainhand
Damage | 83 |
Accuracy | 61 |
Crit Chance | 54% |
APR | 39 |
Speed | 1.00 |
Offense: Offhand
Damage | 74 |
Accuracy | 61 |
Crit Chance | 53% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 53% |
Speed | 1 |
Offense: Mind
Mindpower | 93 |
Crit Chance | 88% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Arcane | +19% |
Cold | +55% |
All | +7% |
Lightning | +16% |
Light | +16% |
Physical | +16% |
Mind | +63% |
Fire | +122% |
Nature | +121% |
Offense: Damage Penetration
Acid | +65% |
Nature | +109% |
Lightning | +44% |
Darkness | +25% |
Arcane | +5% |
Fire | 0% |
All | 0% |
Defense: Base
Armour (hardiness) | 13 (35.65183292883%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 62 |
Spell Save | 60 |
Mental Save | 90 |
Defense: Resistances
Physical | + 43%( 70%) |
Darkness | + 42%( 70%) |
Nature | + 57%( 70%) |
Mind | + 46%( 70%) |
Blight | + 44%( 70%) |
Arcane | + 45%( 70%) |
Cold | + 42%( 70%) |
All | + 34%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 23% |
Bleed Resistance | 65% |
Knockback Resistance | 20% |
Stun Resistance | 100% |
Pinning Resistance | 31% |
Poison Resistance | 100% |
Blind Resistance | 65% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 773 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 46% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 331 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 913% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Moss | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Wild-gift / Slime | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mucus | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Psiblades |
talent | Unstoppable Nature |
talent | Acidic Skin |
talent | Mitosis |
talent | Antimagic Shield |
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. | active |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by vampire lord. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Xamira the giant spider. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by Elevena the white crystal. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by Belikira the black bear. Escort: lost warrior (level 2 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed vial of elder vampire blood. * You've found the needed vial of fire wyrm saliva. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed vampire lord fang. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed pouch of luminous horror dust. * You've found the needed pouch of faeros ash. | active |
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 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 within5 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 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 [Rare] Master While equipped: Stats +10 Cun +6 Con dps ---------- Dmg.mod +15% acid +24% nature Res.pen +15% acid On Hit (Melee): * 21% chance to reduce armor by 21% ----- def ----- Armour +5 Phys.save +25 (+6 eff.) Mind.save +24 (+5 eff.) ---------- misc Equi/ret +0.12 Psi/ret +0.20 Hate/m.crit +5.27 A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Rare] Master While equipped: dps ---------- Mind.crit +5% Crit.mult +26.76% Phys.pwr +25 (+7 eff.) Dmg.mod +21% cold ----- def ----- Defense +30 (+8 eff.) ---------- misc Stam/turn +4.01 Equi/ret +0.36 Psi/ret +0.44 Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Ego++] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +13% Mind.pwr +8 (+2 eff.) Dmg.mod +17% mind ----- def ----- Defense +3 (+1 eff.) Resists +18% mind Phys.save +7 (+2 eff.) Mind.save +40 (+8 eff.) ---------- misc Max.psi +29.00 Hateful Whisper: Puts all charms on 13 cooldown Level 4.0 Pwr.cost 13 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 514 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T4 hands armor [Ego++] Master While equipped: dps ---------- Phys.crit +12.0% Spell.crit +14% Mind.crit +13% Crit.mult +10.00% ----- def ----- Armour +8 Mind.save +5 (+1 eff.) Max.HP +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +3 Wil +2 Cun dps ---------- Mind.crit +5% Mind.pwr +25 (+5 eff.) Dmg.mod +7% nature ----- def ----- Resists +13% nature ---------- misc Equi/ret +0.08 Psi/ret +0.08 Max.hate +10.00 See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Cun +6 Wil dps ---------- Mind.pwr +13 (+3 eff.) Mov.spd +19% Dmg.mod +3% acid +12% arcane Res.pen +5% arcane +25% acid Acc +12 (+4 eff.) ----- def ----- Defense +13 (+4 eff.) Max.HP +43.00 Disarm- +23% Pinning- +31% Knockbk- +20% Blinding Speed: Puts all charms on 34 cooldown Level 4.0 Pwr.cost 34 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 35% for 5 turns. Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun +10 Wil dps ---------- Crit.mult +20.00% Mind.pwr +30 (+6 eff.) Melee Ret 10 mind ----- def ----- Fatigue -8% ---------- misc Max.enc +31 Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +30% nature Res.pen +25% acid +25% darkness +10% nature On Hit (Melee): * 20% chance to reduce damage dealt by 38% ----- def ----- Resists +12% darkness +13% physical ---------- misc Stam/turn +0.90 Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 105% Range: 1.1x Uses 72% Wil, 43% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +39 Crit +4.5% Atk.spd 100% On Hit.r1 +16 mind While equipped: Stats +13 Cun +4 Dex dps ---------- Mind.crit +4% Crit.mult +38.00% Mind.pwr +12 (+2 eff.) Dmg.mod +12% nature ---------- misc Psi/ret +0.24 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. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +27% cold +9% light +21% nature Res.pen +29% nature +29% lightning On Hit (Melee): * 23% chance to slow global speed by 77% ----- def ----- Resists +9% nature +12% cold Max.HP +54.00 ---------- misc Light +4 A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 93% Range: 1.1x Uses 72% Wil, 43% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +30 Crit +3.5% Atk.spd 100% While equipped: Stats +9 Cun +6 Wil dps ---------- Mind.crit +3% Crit.mult +14.00% Mind.pwr +45 (+9 eff.) Dmg.mod +18% mind ----- def ----- Defense +20 (+5 eff.) Resists +15% blight Max.HP +60.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
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 (+5 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 [Rare] Psionic While equipped: dps ---------- Mind.crit +6% Crit.mult +21.07% Phys.pwr +32 (+9 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +21% mind +9% physical Res.pen +15% lightning ----- def ----- Resists +15% all Phys.save +9 (+2 eff.) Mind.save +48 (+10 eff.) Die.at -40.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 620 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 45% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 664.61 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 121 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +16.00% Dmg.mod +18% acid +9% darkness +9% mind Res.pen +25% mind +15% acid Acc +7 (+2 eff.) Apr +15 On Hit (Melee): * 20% chance to reduce damage dealt by 38% ----- def ----- Resists +18% acid Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Dmg.mod +12% acid Res.pen +10% nature ----- def ----- Resists +3% lightning +9% temporal +6% darkness +15% blight +23% nature +5% arcane Poison- +32% Disease- +28% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +21% blight +12% temporal ----- def ----- Resists +4% physical +22% light +25% darkness Crit.chn- 15.00% Phys.save +9 (+2 eff.) Blind- +35% Silence- +20% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +15.00% Dmg.mod +21% acid Res.pen +25% fire ----- def ----- Resists +10% physical +24% fire Mind.save +9 (+2 eff.) ---------- misc Stam/turn +0.90 Max.psi +50.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Phys.spd +10% Dmg.mod +3% fire +10% physical Res.pen +30% blight Acc +10 (+3 eff.) Apr +17 Melee Ret 12 fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Resists +30% lightning +15% fire +6% blight Stun/Frz- +50% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (119). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). 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 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+5 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +20% cold Apr +2 ----- def ----- Armour +12 Fatigue -6% HP.reg +3.00 ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.crit +5% Mind.pwr +32 (+6 eff.) Res.pen +15% physical Acc +15 (+5 eff.) Melee Ret 8 mind 10 temporal On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Max.HP +44.00 Disarm- +40% Pinning- +42% Knockbk- +44% ---------- misc Psi/ret +0.16 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Cun dps ---------- Crit.mult +20.00% Phys.pwr +8 (+3 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +9 (+2 eff.) Res.pen +20% lightning ----- def ----- Resists +12% nature Mind.save +18 (+4 eff.) Heal.mod +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex +8 Cun +5 Con dps ---------- Res.pen +15% blight ----- def ----- Max.HP +31.00 Disarm- +29% Pinning- +27% Knockbk- +27% ---------- misc See.Invis +9 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Str dps ---------- Mind.crit +7% Crit.mult +26.76% Mind.pwr +35 (+7 eff.) Dmg.mod +12% light +15% mind Res.pen +33% arcane ----- def ----- Armour +20 Resists +21% lightning ---------- misc Psi/ret +0.20 Hate/m.crit +6.69 Max.psi +66.90 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 33.42 cold and 25.01 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +10 Dex dps ---------- Mind.crit +4% Crit.mult +20.00% Res.pen +10% mind Acc +9 (+3 eff.) Apr +8 ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold Res.pen +25% cold ----- def ----- Resists +20% light +3% physical HP.reg +6.00 Stun/Frz- +38% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun +8 Dex dps ---------- Phys.pwr +25 (+7 eff.) Mind.pwr +25 (+5 eff.) Acc +10 (+3 eff.) Melee Ret 10 physical ----- def ----- Defense +25 (+7 eff.) Rings make your fingers look great! |
![]() 3.0 T2 longsword 1H weapon [Ego++] Nature/Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Con +9 Wil dps ---------- Res.pen +7% physical Acc +10 (+3 eff.) Apr +6 ----- def ----- Max.HP +20.00 Sharp, long, and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 124% Range: 1.1x Uses 60% Wil, 20% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+4 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 175.11 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 124% Range: 1.1x Uses 60% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+4 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 1.0 Pwr.cost 51 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 59 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 114% 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% While equipped: Stats +2 Str dps ---------- Mind.crit +5% Phys.pwr +15 (+5 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +16% lightning +16% physical +14% cold +10% mind +3% temporal Res.pen +9% mind Acc +10 (+3 eff.) ----- def ----- Defense +36 (+9 eff.) Resists +9% temporal +7% mind +1% physical Dmg.Resnn +22% Phys.save +6 (+1 eff.) Max.HP +50.00 HP.reg +1.70 Pinning- +34% ---------- misc Psi/ret +2.50 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. |
![]() 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 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+23 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 114/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% nature ----- def ----- Defense +30 (+8 eff.) Resists +11% lightning +9% temporal +12% light +15% fire HP.reg +4.00 Disease- +20% Pinning- +20% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +5% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Melee Ret 4 darkness ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Resists +3% blight +5% arcane Crit.chn- 15.00% Max.HP +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce all saves and defense by 47 ----- def ----- Defense +2 (+1 eff.) Resists +15% mind +6% lightning Max.HP +146.00 HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+3 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% physical Res.pen +15% nature ----- def ----- Resists +12% nature +10% physical +18% light +9% all ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +16% acid +17% physical +18% arcane +14% fire +21% nature +17% cold Res.pen +25% nature ----- def ----- Resists +16% acid +16% physical +15% cold +16% fire +11% all ---------- misc Mana/s.crit +2.00 Light +3 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +13% acid +20% physical +11% fire +19% cold ----- def ----- Resists +11% lightning +10% darkness +28% fire +15% all +16% acid +17% physical +9% blight +27% cold +11% light Phys.save +16 (+4 eff.) Spell.save +30 (+7 eff.) Mind.save +16 (+3 eff.) ---------- misc Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +8% blight +12% darkness +12% mind +11% all Phys.save +11 (+3 eff.) Spell.save +13 (+3 eff.) Mind.save +23 (+5 eff.) Max.HP +64.00 HP.reg +1.80 Heal.mod +13% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +13% blight +10% darkness +14% mind +13% all Phys.save +13 (+3 eff.) Spell.save +14 (+3 eff.) Mind.save +25 (+5 eff.) Max.HP +64.00 HP.reg +2.90 Heal.mod +19% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Mag dps ---------- Mind.crit +6% Crit.mult +15.00% Mind.pwr +15 (+3 eff.) Dmg.mod +18% mind ----- def ----- Armour +4 Fatigue -3% Phys.save +10 (+2 eff.) ---------- misc Max.enc +25 See.Invis +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue -7% Resists +3% cold +3% physical Phys.save +8 (+2 eff.) Max.HP +40.00 Disease- +20% Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +23 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: Stats +5 Str +6 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +3 ---------- misc Size +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Dex +5 Mag dps ---------- Dmg.mod +15% light Res.pen +25% nature Melee Ret 4 nature 6 light On Hit (Melee): * 20% chance to slow global speed by 77% ----- def ----- Armour +1 Resists +7% lightning +6% temporal A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +7 Dex +4 Mag +3 Cun +2 Con dps ---------- Mind.crit +2% Phys.pwr +30 (+8 eff.) ----- def ----- Armour +7 Fatigue +5% Resists +9% light +10% darkness ---------- misc Stam/turn +3.00 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 38.55 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Dex +4 Cun dps ---------- Crit.mult +10.00% Phys.pwr +10 (+3 eff.) Melee+ 10 fire Dmg.mod +6% fire Acc +7 (+2 eff.) Apr +3 ----- def ----- Armour +3 Resists +8% fire Phys.save +31 (+8 eff.) Mind.save +8 (+2 eff.) Disarm- +44% ---------- misc Max.stam +30.00 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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] Master While equipped: Stats +3 Str +7 Dex +10 Cun dps ---------- Dmg.mod +21% temporal Res.pen +5% temporal Acc +9 (+3 eff.) Apr +12 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Fatigue +5% Phys.save +13 (+3 eff.) Mind.save +15 (+3 eff.) Max.HP +55.00 ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +6 Dex +2 Cun dps ---------- Acc +13 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Phys.crit +16.0% Spell.crit +19% Mind.crit +13% Crit.mult +14.00% ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +6% temporal Acc +8 (+3 eff.) ----- def ----- Armour +4 Resists +9% light +4% physical Phys.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +5 (+2 eff.) Apr +6 ----- def ----- Armour +2 Fatigue +3% HP.reg +2.00 ---------- misc Stam/turn +1.20 Max.stam +16.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +13.0% Spell.crit +11% Mind.crit +11% Crit.mult +9.00% Spell.pwr +8 (+4 eff.) ----- def ----- Armour +3 ---------- misc Mana/turn +0.25 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +4 Cun +5 Dex dps ---------- Mind.pwr +5 (+1 eff.) Apr +7 Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +14 Defense +7 (+2 eff.) Fatigue +5% Resists +20% mind +7% all Phys.save +14 (+3 eff.) Mind.save +45 (+9 eff.) Confus- +49% ---------- misc Psi/ret +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+5 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 26 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +30 (+6 eff.) Dmg.mod +6% mind +9% fire ----- def ----- Defense +2 (+1 eff.) Phys.save +10 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +10.00 A pointy cloth hat, very wizardly... |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Random Unique] Arcane/Master While equipped: Stats +7 Con dps ---------- Apr +1 ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +20% Resists +17% lightning -11% light +14% fire +19% cold +8% darkness Phys.save +7 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +7 (+2 eff.) ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
![]() 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 blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
![]() 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 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 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 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +7 Str +3 Wil +1 Cun dps ---------- Phys.crit +7.0% Mind.crit +11% Crit.mult +20.00% Res.pen +5% nature ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 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 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 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 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil +3 Con dps ---------- Dmg.mod +8% mind +9% blight Res.pen +15% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Resists +6% blight HP.reg +2.00 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +18% blight +6% fire +27% nature Res.pen +15% arcane ----- def ----- Resists +9% nature Phys.save +10 (+2 eff.) Heal.mod +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Rare] Master While equipped: dps ---------- Spell.pwr +30 (+15 eff.) S.pwr/crit +8 ----- def ----- Armour +10 Resists +21% fire +15% mind +15% cold HP.reg +4.00 ---------- misc Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Res.pen +10% nature ----- def ----- Resists +3% cold +3% all Spell.save +6 (+1 eff.) Die.at -60.00 life Teleport- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +56.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +76.00 ---------- misc Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego+] Master/Psionic While equipped: ----- def ----- Defense +13 (+4 eff.) Phys.save +14 (+3 eff.) Spell.save +15 (+3 eff.) Mind.save +14 (+3 eff.) ---------- misc Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +5% Spell.pwr +13 (+7 eff.) ----- def ----- Resists +5% blight +8% darkness ---------- misc Light +6 Infravis +5 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 36 blight damage or heals 51 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 3.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 125 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 122 physical damage Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 121 for 5 turns Puts all charms on 22 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 123 for 5 turns Puts all charms on 22 cooldown 100% to reduce 2 talent cooldowns by 2. 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 151 for 5 turns Puts all charms on 22 cooldown 100% to reduce fatigue by 41% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +1 Mag +3 Wil dps ---------- Crit.mult +10.00% Res.pen +5% blight Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 22 cooldown 100% to heal for 38. 100% to reduce 1 talent cooldowns by 2. 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 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con 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 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 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 HornOOZA the Dwarf Oozemancer level 38
40th Stralite 123rd year of Ascendancy at 12:27 see stats
By HornOOZA the Dwarf Oozemancer level 50
14th Gold 124th year of Ascendancy at 11:11 see stats
By HornOOZA the Dwarf Oozemancer level 38
38th Stralite 123rd year of Ascendancy at 17:41 see stats
By HornOOZA the Dwarf Oozemancer level 31
15th Steel 123rd year of Ascendancy at 22:50 see stats
By HornOOZA the Dwarf Oozemancer level 44
16th Profit 123rd year of Ascendancy at 15:33 see stats
By HornOOZA the Dwarf Oozemancer level 45
20th Profit 123rd year of Ascendancy at 20:56 see stats
By HornOOZA the Dwarf Oozemancer level 50
31st Dearth 123rd year of Ascendancy at 01:53 see stats
By HornOOZA the Dwarf Oozemancer level 42
13rd Profit 123rd year of Ascendancy at 00:59 see stats
By HornOOZA the Dwarf Oozemancer level 41
8th Profit 123rd year of Ascendancy at 18:12 see stats
By HornOOZA the Dwarf Oozemancer level 18
42nd Profit 122nd year of Ascendancy at 16:25 see stats
By HornOOZA the Dwarf Oozemancer level 41
9th Profit 123rd year of Ascendancy at 11:24 see stats
By HornOOZA the Dwarf Oozemancer level 36
33rd Stralite 123rd year of Ascendancy at 08:18 see stats
By HornOOZA the Dwarf Oozemancer level 50
30th Stralite 124th year of Ascendancy at 22:26 see stats
By HornOOZA the Dwarf Oozemancer level 24
28th Wealth 122nd year of Ascendancy at 10:07 see stats
By HornOOZA the Dwarf Oozemancer level 32
38th Steel 123rd year of Ascendancy at 22:24 see stats
By HornOOZA the Dwarf Oozemancer level 30
28th Iron 123rd year of Ascendancy at 13:27 see stats
By HornOOZA the Dwarf Oozemancer level 50
26th Stralite 124th year of Ascendancy at 08:22 see stats
By HornOOZA the Dwarf Oozemancer level 33
28th Gold 123rd year of Ascendancy at 12:53 see stats
By HornOOZA the Dwarf Oozemancer level 10
2nd Acquisition 122nd year of Ascendancy at 13:35 see stats
By HornOOZA the Dwarf Oozemancer level 20
5th Wealth 122nd year of Ascendancy at 15:55 see stats
By HornOOZA the Dwarf Oozemancer level 30
16th Iron 123rd year of Ascendancy at 02:32 see stats
By HornOOZA the Dwarf Oozemancer level 40
6th Profit 123rd year of Ascendancy at 14:45 see stats
By HornOOZA the Dwarf Oozemancer level 50
26th Dearth 123rd year of Ascendancy at 03:00 see stats
By HornOOZA the Dwarf Oozemancer level 50
30th Gold 124th year of Ascendancy at 03:16 see stats
By HornOOZA the Dwarf Oozemancer level 29
3rd Loss 122nd year of Ascendancy at 10:59 see stats
By HornOOZA the Dwarf Oozemancer level 50
3rd Stralite 124th year of Ascendancy at 22:04 see stats
By HornOOZA the Dwarf Oozemancer level 50
30th Dearth 123rd year of Ascendancy at 14:51 see stats
By HornOOZA the Dwarf Oozemancer level 33
25th Stralite 123rd year of Ascendancy at 13:27 see stats
By HornOOZA the Dwarf Oozemancer level 41
9th Profit 123rd year of Ascendancy at 13:25 see stats
By HornOOZA the Dwarf Oozemancer level 6
18th Voratun 122nd year of Ascendancy at 22:41 see stats
By HornOOZA the Dwarf Oozemancer level 50
30th Stralite 124th year of Ascendancy at 22:24 see stats
By HornOOZA the Dwarf Oozemancer level 12
16th Profit 122nd year of Ascendancy at 04:01 see stats
By HornOOZA the Dwarf Oozemancer level 29
9th Iron 123rd year of Ascendancy at 05:21 see stats
By HornOOZA the Dwarf Oozemancer level 50
30th Stralite 124th year of Ascendancy at 22:26 see stats
By HornOOZA the Dwarf Oozemancer level 46
41st Profit 123rd year of Ascendancy at 16:54 see stats
By HornOOZA the Dwarf Oozemancer level 23
18th Wealth 122nd year of Ascendancy at 08:30 see stats
By HornOOZA the Dwarf Oozemancer level 16
29th Profit 122nd year of Ascendancy at 11:23 see stats
By HornOOZA the Dwarf Oozemancer level 28
3rd Loss 122nd year of Ascendancy at 06:41 see stats
By HornOOZA the Dwarf Oozemancer level 37
37th Stralite 123rd year of Ascendancy at 18:16 see stats
Log
You gain 1.75 gold from the transmogrification of barbed quiver of dragonbone arrows of accuracy (20/20, 186% power, 18 apr).
You gain 5.41 gold from the transmogrification of wrathful voratun shield of mind resistance (+15%) (0 def, 10 armour, 212 block).
You gain 25.00 gold from the transmogrification of Camoretir (0 def, 30 armour, 204 block).
You gain 7.01 gold from the transmogrification of fortifying voratun plate armour of fire resistance (0 def, 16 armour).
You gain 6.42 gold from the transmogrification of enlightening voratun plate armour (0 def, 16 armour).
You gain 3.11 gold from the transmogrification of stabilizing voratun helm of the depths (0 def, 5 armour).
You gain 8.95 gold from the transmogrification of catburglar's drakeskin leather cap of precognition (12 def, 5 armour).
You gain 25.00 gold from the transmogrification of Frigidwolf the voratun helm (0 def, 5 armour).
You gain 8.86 gold from the transmogrification of miner's pair of voratun boots of massiveness (0 def, 14 armour).
You gain 10.21 gold from the transmogrification of eldritch pair of voratun boots of spellbinding (0 def, 5 armour).
You gain 14.45 gold from the transmogrification of tormentor's elven-silk robe of life (0 def, 0 armour).
You gain 15.37 gold from the transmogrification of ancient elven-silk robe of alchemy (0 def, 0 armour).
You gain 6.07 gold from the transmogrification of enveloping elven-silk cloak of sorcery (17 def, 0 armour).
You gain 3.19 gold from the transmogrification of enveloping elven-silk cloak of Iron Throne (18 def, 0 armour).
You gain 8.85 gold from the transmogrification of spiritwalker's drakeskin leather belt of carrying.
You gain 6.60 gold from the transmogrification of voratun waraxe of rage (152% power, 6 apr).
You gain 7.99 gold from the transmogrification of blighted dragonbone vilestaff (136% power, 6 apr, blight element).
You gain 4.47 gold from the transmogrification of throat-seeking drakeskin leather sling.
You gain 9.95 gold from the transmogrification of manaburning living mindstar of frost (111% power, 40 apr, mind damage).
You gain 6.36 gold from the transmogrification of living mindstar of flames (114% power, 40 apr, nature damage).
You gain 7.89 gold from the transmogrification of blazebringer's voratun longsword of massacre (165% power, 6 apr).
You gain 7.40 gold from the transmogrification of balanced voratun greatsword (174% power, 4 apr).
You gain 12.75 gold from the transmogrification of truestriking voratun dagger of enduring (148% power, 9 apr).
You gain 7.03 gold from the transmogrification of truestriking voratun battleaxe of massacre (188% power, 4 apr).
You gain 8.45 gold from the transmogrification of voratun amulet of soulsearing.
You gain 1.93 gold from the transmogrification of shielding rune (absorb 310; dur 8; cd 18).
You gain 0.85 gold from the transmogrification of shatter afflictions rune (absorb 119; cd 15).
You gain 2.70 gold from the transmogrification of ethereal rune of the warrior (power 29; resist 33%; move 65%; dur 5; cd 19).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).