












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
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:
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: 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 | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Adventurer |
Level / Exp | 50 / 4220% |
Size | medium |
Lifes / Deaths | Killed by Atamathon the Giant Golem at level 50 on the 2nd Flare 124th year of Ascendancy at 22:38 / 1 |
Primary Stats
Strength | 60 (base 13) |
Dexterity | 138 (base 64) |
Constitution | 95 (base 37) |
Magic | 39 (base 12) |
Willpower | 99 (base 60) |
Cunning | 133 (base 60) |
Resources
Mana | 839/839 |
Equilibrium | 20 |
Life | 1716/1716 |
Stamina | 424/424 |
Psi | 159/159 |
Healing Factor | 1.4812106582882 |
Regeneration | 41.868320279371 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +98.18330640608% |
Spell | 0% |
Global | +107.04661649241% |
Vision
Sight | 10 |
Lite | 14.624913792078 |
Infravision | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 218 |
Accuracy | 96 |
Crit Chance | 116% |
APR | 59 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 21 |
Crit Chance | 58% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 58% |
Speed | 1 |
Offense: Damage Bonus
Acid | +54% |
Blight | +62% |
Physical | +94% |
Cold | +50% |
All | +39% |
Lightning | +60% |
Mind | +51% |
Darkness | +51% |
Nature | +91% |
Offense: Damage Penetration
Physical | +100% |
Acid | +100% |
Nature | +95% |
Lightning | +75% |
Cold | +75% |
Arcane | +80% |
Fire | +93% |
All | +50% |
Defense: Base
Armour (hardiness) | 72.138468279265 (100%) |
Defense | 118 |
Ranged Defense | 118 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 55 |
Mental Save | 49 |
Defense: Resistances
Acid | + 62%( 70%) |
Physical | + 55%( 70%) |
Cold | + 64%( 70%) |
All | + 50%( 70%) |
Darkness | + 55%( 70%) |
Temporal | + 48%( 70%) |
Mind | + 56%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Teleport Resistance | 0% |
Poison Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 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 686 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 376 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 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 Cunning stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 54 up to 8 times. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Tireless Combatant | 1.60 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.60 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Buckler Training | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Poisons | 1.80 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Called Shots | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.60 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Thermal Shield |
talent | Beyond the Flesh |
talent | Kinetic Shield |
talent | Daunting Presence |
talent | Counter Shot |
talent | Apply Poison |
talent | Skate |
talent | Elemental Harmony |
talent | Pace Yourself |
talent | Numbing Poison |
talent | Crippling Poison |
detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You 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 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by skeleton master archer. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | 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 Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 75): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 89 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 76): Rush Hour (89)Turns left: 65 You completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 155 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 77): Rush Hour (155)Turns left: 106 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 78): ExterminatorYou completed the challenge and received: Random Artifact: Eldoral Last Resort | 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 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2928. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 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
Psionic focus | ![]() 4.0 T5 sling 1H weapon [Random Unique] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +8 acid +4 nature +12 light On Crit.r2 +43 acid +85 fire +45 nature While equipped: Stats +5 Str dps ---------- Phys.crit +15.0% Phys.pwr +12 (+3 eff.) All.spd +10% Dmg.mod +6% acid +6% nature Res.pen +25% acid +23% fire +25% nature Acc +11 (+2 eff.) Apr +15 Melee Ret 6 light ----- def ----- Resists +6% acid +9% nature Slings are used to hurl stones or metal shots at your foes. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Nature/Master/Psionic Power 70.0 - 84.0 Physical Uses 92% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +19.0% Capacity 21 Proj.spd +200% Ranged+ +8 fire +34 physical On Hit.r1 +8 lightning +8 fire On Crit.r2 +4 darkness On Hit: * 20% chance to reduce damage dealt by 29% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 179 physical damage * 20% chance to knock the target back 3 spaces and deal 244 physical damage On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 6.3 Pwr.cost 25 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 197% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 23. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Light source | ![]() 1.0 T5 lite [Rare] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Spell.crit +5% Crit.mult +22.54% Dmg.mod +9% darkness Res.pen +25% arcane +15% all Apr +14 Melee Ret 11 arcane ----- def ----- Resists +9% darkness ---------- misc Mana/turn +0.12 Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +6% nature Res.pen +25% physical Acc +30 (+6 eff.) On Hit (Melee): * 20% chance to slow global speed by 64% ----- def ----- Armour +14 Fatigue +4% Die.at -40.00 life ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +6 Dex +6 Mag +9 Con +15 Lck dps ---------- Crit.mult +15.00% Spell.pwr +9 (+2 eff.) Dmg.mod +9% acid +10% physical +9% blight Res.pen +5% arcane ----- def ----- Armour +5 Resists +12% mind Stealth +13 Disease- +36% ---------- misc Mana/s.crit +2.00 Max.vim +30.00 Size +1 A pair of boots made of leather. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Dex +2 Con dps ---------- Crit.mult +15.00% Dmg.mod +18% physical Res.pen +25% physical Acc +5 (+1 eff.) Apr +2 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +17 Dex +8 Wil +16 Cun dps ---------- Phys.pwr +10 (+3 eff.) Mind.pwr +11 (+3 eff.) Dmg.mod +20% nature +3% darkness Acc +34 (+6 eff.) ----- def ----- Armour +4 Defense +10 (+1 eff.) Resists +40% nature Die.at -40.00 life Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +18 Dex +6 Cun +19 Con +20 Lck dps ---------- Mind.crit +5% Mov.spd +10% Dmg.mod +12% mind +6% blight Res.pen +20% fire Acc +20 (+4 eff.) ----- def ----- Defense +19 (+3 eff.) Fatigue -9% Resists +6% fire Unseen.red 17% HP.reg +3.00 ---------- misc Stam/turn +1.10 Amulets make your neck look great! |
In main hand | ![]() 4.0 T5 sling 1H weapon [Random Unique] Nature/Disrupt/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +20 darkness On Crit.r2 +45 lightning +45 cold While equipped: Stats +5 Cun +7 Con dps ---------- Mov.spd +50% Phys.spd +10% Res.pen +25% lightning +25% cold On Hit (Ranged): * 20% chance to slow global speed by 64% * 20 arcane resource burn ----- def ----- Resists +17% acid +6% temporal +16% lightning +17% cold +16% fire +12% nature +10% all Spell.save +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 260 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +7 Str +5 Dex +6 Wil +3 Cun dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +6 (+2 eff.) Res.pen +25% acid On Hit (Melee): * 24% chance to reduce armor by 22% ----- def ----- Resists +18% fire Crit.chn- 18.12% ---------- misc Light +4 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 80.0 - 96.0 Physical Uses 60% Wil Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +5.0% Block +358 Melee+ +19 fire On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Str +7 Con dps ---------- Phys.crit +11.0% Phys.pwr +15 (+4 eff.) Dmg.mod +9% physical Acc +15 (+3 eff.) Melee Ret 26 fire ----- def ----- Armour +20 Defense +15 (+2 eff.) Fatigue +8% Resists +30% lightning +15% fire Phys.save +15 (+5 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
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 (+3 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 [Ego++] Arcane/Nature While equipped: Stats +6 Str +5 Mag +6 Wil dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +21% lightning +18% physical +11% cold +15% all ----- def ----- Resists +11% lightning +10% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 295 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 758.94 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 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 46 up to 7 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 44 up to 8 times. Its effects scale with your Cunning 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 T3 amulet jewelry [Unique] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +22 Wil dps ---------- Spell.crit +4% Dmg.mod +12% arcane ----- def ----- Resists +12% darkness Mind.save +12 (+4 eff.) Max.HP +125.10 ---------- misc Mana/s.crit +2.50 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +9 Dex +9 Cun +9 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -9% HP.reg +4.00 Blind- +36% ---------- misc Stam/turn +1.50 Infravis +9 Sight +2 See.Invis +15 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 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. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +7 Wil +7 Cun dps ---------- Phys.crit +6.0% Phys.pwr +15 (+4 eff.) Spell.pwr +12 (+2 eff.) Mind.pwr +23 (+6 eff.) Dmg.mod +17% fire +8% all Res.pen +15% darkness Apr +2 ----- def ----- Armour +4 Resists +34% fire Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +13% lightning +6% fire Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 64% ----- def ----- Resists +26% lightning Max.HP +22.00 HP.reg +3.00 Disarm- +22% Pinning- +24% Stun/Frz- +20% Knockbk- +26% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Con dps ---------- Dmg.mod +3% darkness Res.pen +20% darkness Melee Ret 6 blight On Hit (Melee): * 10% chance to reduce damage dealt by 29% ----- def ----- Resists +6% darkness +3% blight Phys.save +14 (+4 eff.) Max.HP +51.00 HP.reg +15.00 Heal.mod +14% Stun/Frz- +33% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Wil +1 Cun +2 Con dps ---------- Res.pen +15% fire Acc +8 (+2 eff.) ---------- misc See.Invis +9 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+4 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 7.2 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 153.97 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +5 Str +10 Mag +3 Wil dps ---------- Dmg.mod +12% physical Res.pen +15% darkness +25% physical ----- def ----- Armour +12 Phys.save +9 (+3 eff.) Spell.save +20 (+6 eff.) ---------- misc Stam/turn +3.17 See.Invis +21 Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Master Power 79.0 - 118.5 Physical Uses 72% Wil Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +20% physical Acc +31 (+6 eff.) Apr +21 Massive two-handed battleaxes. |
![]() 1.0 T1 dagger 1H weapon [Ego+] Master Power 9.5 - 12.3 Physical Uses 30% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Acc +7 (+1 eff.) ----- def ----- Defense +7 (+1 eff.) Disarm- +26% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 21.0 - 27.3 Physical Uses 30% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +7 Wil dps ---------- Crit.mult +15.00% Dmg.mod +12% mind Res.pen +15% cold Acc +11 (+2 eff.) ----- def ----- Defense +11 (+1 eff.) Resists +21% cold Disarm- +38% ---------- misc Psi/ret +0.28 Max.hate +12.51 Light +4 Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Nature/Master Power 67.5 - 101.2 Physical Uses 72% Wil Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +47 acid +61 nature While equipped: Stats +12 Str dps ---------- Dmg.mod +16% physical Res.pen +24% acid +35% nature Acc +31 (+6 eff.) Apr +21 Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon [Rare] Psionic Power 48.5 - 77.6 Physical Uses 72% Wil Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +14.5% Atk.spd 100% Melee+ +25 nature On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +4 Dex +6 Con dps ---------- Apr +9 On Hit (Melee): * 25% chance to slow global speed by 64% ----- def ----- Armour +8 Resists +9% cold Knockbk- +25% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature Power 62.5 - 100.0 Physical Uses 72% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +47 acid +56 nature While equipped: dps ---------- Res.pen +35% acid +35% nature Apr +19 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 80.5 - 128.8 Physical Uses 72% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +20 cold On Hit: * Create an explosion dealing 31 cold damage (1/turn) While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +9% acid +37% cold +6% mind Res.pen +10% acid +21% physical +42% cold Acc +35 (+6 eff.) Apr +16 Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Hit: * 20% chance to reduce all saves and defense by 36 While equipped: Stats +14 Str +14 Dex +14 Mag +14 Wil +14 Cun +14 Con ----- def ----- Resists +9% lightning +18% blight +15% nature +5% arcane Die.at -80.00 life Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon [Ego+] Master Power 36.0 - 50.4 Physical Uses 60% Wil Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +13% physical Acc +18 (+4 eff.) Apr +13 Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon [Rare] Nature Power 37.0 - 51.8 Physical Uses 60% Wil Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +11 Str +11 Dex +11 Mag +10 Wil +11 Cun +9 Con dps ---------- Dmg.mod +12% nature +30% temporal Res.pen +31% acid +15% mind +31% nature On Hit (Melee): * 25% chance to reduce armor by 22% ----- def ----- Resists +9% mind +25% nature Blunt and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Ego+] Nature/Psionic Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ----- def ----- Resists +9% mind Mind.save +6 (+2 eff.) ---------- misc Psi/turn +0.50 Max.psi +35.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 17 cold Dmg.mod +16% cold +6% physical Res.pen +17% cold +8% physical ----- def ----- Armour +10 Resists +15% cold +8% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 11 mind 14 darkness Dmg.mod +16% lightning +16% physical +8% darkness +16% cold +7% mind ----- def ----- Defense +35 (+5 eff.) Pinning- +40% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 8 cold Dmg.mod +9% cold Res.pen +9% cold ----- def ----- Armour +9 Resists +7% cold ---------- 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. |
![]() 4.0 T3 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
![]() 4.0 T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+1 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 5.9 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 154% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 4.0 T5 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 8.8 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 259% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
![]() 4.0 T4 sling 1H weapon [Rare] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Proj.spd +250% Ranged+ +17 acid While equipped: dps ---------- Phys.crit +6.0% Mind.pwr +30 (+7 eff.) Dmg.mod +14% acid +21% physical Res.pen +31% temporal ---------- misc Stam/turn +3.75 Psi/ret +0.32 Hate/m.crit +6.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego+] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +20 lightning +21 cold While equipped: dps ---------- Mov.spd +36% Res.pen +14% lightning +13% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +9 Wil +4 Cun +10 Con dps ---------- Phys.spd +10% ----- def ----- Max.HP +75.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego++] Nature/Disrupt Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +11 nature On Crit: * silences the target While equipped: Stats +8 Con +9 Wil dps ---------- Res.pen +6% nature ----- def ----- Max.HP +41.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 sling 1H weapon [Ego+] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +13 acid While equipped: Stats +6 Mag dps ---------- Dmg.mod +20% acid +9% temporal +13% physical Res.pen +9% temporal +13% physical ---------- misc Reload +4 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 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 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 3.0 T5 trident 2H weapon [Ego++] Nature/Master Power 51.0 - 81.6 Physical Uses 72% Wil Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit.r2 +63 lightning +63 cold While equipped: dps ---------- Mov.spd +62% Res.pen +23% lightning +30% cold +20% all Acc +21 (+4 eff.) Apr +21 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Nature Power 30.0 - 42.0 Physical Uses 60% Wil Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +20 light On Crit.r2 +16 light +20 fire While equipped: Stats +11 Str +11 Dex +11 Mag +11 Wil +11 Cun +10 Con dps ---------- Dmg.mod +9% acid +24% light Res.pen +10% acid ----- def ----- Resists +18% fire One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 60% Wil Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Master Power 21.5 - 30.1 Physical Uses 60% Wil Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +11% all Acc +10 (+2 eff.) Apr +10 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Arcane/Master Power 19.0 - 26.6 Physical Uses 60% Wil Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 31 fire damage (1/turn) On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +11 (+3 eff.) Dmg.mod +17% fire Res.pen +19% fire One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane Power 39.5 - 55.3 Physical Uses 60% Wil Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 blight On Hit: 20% Epidemic 5 On Hit: * 18% chance to reduce strength, dexterity, and constitution by 13 While equipped: ----- def ----- Disease- +35% One-handed war axes. |
![]() 3.0 T5 whip 1H weapon [Unique] Arcane Power 55.0 - 60.5 Devouring flames Uses 60% Cun Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Cun +5 Con +7 Lck dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Phys.save +8 (+2 eff.) Stealth +7 ---------- misc T.Disarm +11 Infravis +4 Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: Stats +5 Dex +4 Cun +7 Lck dps ---------- Dmg.mod +16% physical Res.pen +16% physical ----- def ----- Stealth +14 ---------- misc T.Disarm +15 Infravis +5 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +5 (+2 eff.) Dmg.mod +13% physical Res.pen +17% physical A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +23% physical Res.pen +14% physical ----- def ----- Mind.save +10 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +7 Cun +5 Dex dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +9% physical ----- def ----- Defense +13 (+2 eff.) Resists +15% acid Phys.save +11 (+3 eff.) ---------- misc Equi/ret +0.24 Max.psi +30.00 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 [Random Unique] Arcane While equipped: Stats +5 Cun +20 Mag dps ---------- Spell.crit +10% Spell.pwr +9 (+2 eff.) Dmg.mod +27% temporal +30% physical +29% darkness +49% light Res.pen +15% temporal +15% physical ----- def ----- Armour +7 Defense +8 (+1 eff.) Resists +15% light +6% arcane +22% darkness +15% all Spell.save +3 (+1 eff.) Anom.red +16 Die.at -60.00 life Max.HP +70.00 Confus- +25% Stun/Frz- +20% ---------- misc Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Nature While equipped: Stats +4 Con dps ---------- Spell.pwr +5 (+1 eff.) S.pwr/crit +2 Dmg.mod +12% blight +18% physical +8% nature Res.pen +15% nature ----- def ----- Resists +8% blight +18% physical +11% all Spell.save +6 (+2 eff.) Max.HP +55.00 HP.reg +2.40 Heal.mod +13% Poison- +20% Disease- +31% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +6 (+1 eff.) Dmg.mod +18% light +38% nature Res.pen +31% fire +31% light +20% mind Melee Ret 8 nature ----- def ----- Resists +13% all Spell.save +26 (+8 eff.) ---------- misc Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+1 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +4 (+1 eff.) ----- def ----- Resists +14% blight +11% all Mind.save +23 (+8 eff.) Max.HP +76.00 HP.reg +4.10 Heal.mod +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+5 eff.) Dmg.mod +19% arcane +20% temporal ----- def ----- Resists +11% all ---------- misc Mana/turn +0.28 Max.mana +146.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) Apr +10 ----- def ----- Armour +5 Defense +5 (+0 eff.) Fatigue -10% Resists +12% lightning +24% temporal +5% arcane Phys.save +12 (+4 eff.) Blind- +20% ---------- misc Max.enc +50 Light +1 Infravis +2 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +20% acid +31% cold Melee Ret 12 acid 10 physical ----- def ----- Armour +3 Resists +27% acid +3% physical +12% light +10% fire +8% cold ---------- misc Light +4 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Defense +16 (+2 eff.) Fatigue -10% Max.HP +57.00 ---------- misc Stam/turn +0.80 Evasion: (Instant) Puts all charms on 30 cooldown Level 8.8 Pwr.cost 30 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 43% chance to evade melee and ranged attacks and 107 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Cun +5 Dex dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +15% nature Acc +17 (+3 eff.) Apr +9 On Hit (Melee): * 20% chance to reduce all saves and defense by 36 ----- def ----- Armour +10 Defense +20 (+3 eff.) Fatigue +3% Die.at -20.00 life ---------- misc Stam/turn +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 7.2 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 196% damage with a 32% 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 T1 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +7 (+3 eff.) Max.HP +48.00 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. |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+2 eff.) Mind.pwr +15 (+4 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.crit +4% Dmg.mod +13% blight +14% arcane ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +9 Cun +10 Wil dps ---------- Acc +11 (+2 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +9 (+1 eff.) Fatigue +5% Resists +15% blight Mind.save +14 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +13 Str +5 Dex +10 Wil dps ---------- Res.pen +10% temporal ----- def ----- Armour +11 Fatigue +5% Resists +13% blight +15% cold +12% mind +12% fire Mind.save +15 (+5 eff.) ---------- misc Stam/turn +2.00 Max.stam +10.00 Infravis +4 Skullcracker: Puts all charms on 20 cooldown Level 7.2 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 575.9 Physical damage. If the attack hits, the target is confused (47% effect) for 7 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +11 Str +4 Dex dps ---------- Melee+ 16 acid 16 fire Dmg.mod +9% nature Melee Ret 12 acid 13 fire ----- def ----- Armour +8 Defense +18 (+2 eff.) Fatigue +12% Resists +14% acid +22% fire +19% temporal +12% lightning Phys.save +9 (+3 eff.) Die.at -100.08 life Def/telep +19 Res/telep +19% Dur/telep +19% A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +9 Str +8 Mag +8 Wil dps ---------- Phys.crit +7.0% Spell.crit +9% Mind.crit +8% Phys.pwr +22 (+6 eff.) Spell.pwr +20 (+4 eff.) Mind.pwr +15 (+4 eff.) ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +12% Resists +18% lightning A suit of armour made of mail. |
![]() 9.0 T2 light armor [Rare] Master While equipped: dps ---------- Mind.crit +8% Crit.mult +25.02% Dmg.mod +24% mind Melee Ret 13 mind ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +20% fire ---------- misc Equi/ret +0.20 Psi/ret +0.24 Light +4 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Master While equipped: Stats +10 Str +9 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +8 Defense +36 (+5 eff.) Fatigue +8% Resists +18% darkness +13% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 7 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego+] Arcane/Psionic While equipped: dps ---------- Melee+ 13 acid 14 fire Melee Ret 10 acid 11 fire ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +16% acid +18% fire +7% mind Mind.save +16 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 12 acid 23 fire Melee Ret 13 acid 16 fire ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% Resists +28% acid +24% fire A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +22 Defense +8 (+1 eff.) Fatigue +22% Resists +7% acid +8% physical +9% cold +8% lightning +9% fire Mind.save +14 (+5 eff.) A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 74.5 - 89.4 Physical Uses 60% Wil Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +210 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Str +5 Dex +3 Cun dps ---------- Phys.crit +11.0% Phys.pwr +15 (+4 eff.) Res.pen +30% cold ----- def ----- Armour +10 Fatigue +8% Resists +18% acid +12% light Max.HP +125.10 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Master/Psionic When used to Attack: Power 77.5 - 93.0 Physical Uses 60% Wil Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +204 Melee+ +24 physical On Hit.r1 +8 light On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +15 Str +13 Dex +8 Wil +2 Cun dps ---------- Phys.crit +12.0% Phys.pwr +14 (+4 eff.) Mind.pwr +10 (+2 eff.) Acc +24 (+5 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +20% physical +30% cold Shield.near.proj +110 Mind.save +12 (+4 eff.) Proj.slow +28% ---------- misc Infravis +4 See.Invis +12 Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo [Rare] Arcane Power 54.0 - 75.6 Physical Uses 30% Wil, 42% Cun Acc+ +0.2% crit chance (max 25%) Apr +32 Crit +10.0% Capacity 20 Phasing +38% Ranged+ +35 blight +16 cold +24 physical On Hit: 20% Epidemic 5 On Hit: * 27% chance to reduce strength, dexterity, and constitution by 13 While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
![]() 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 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 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 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 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +20.00% Phys.pwr +9 (+3 eff.) Res.pen +20% lightning +20% fire Apr +8 On Hit (Melee): * 20% chance to slow global speed by 64% ----- def ----- Resists +12% blight +6% temporal +20% light +12% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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 100 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] Master While equipped: Stats +1 Cun dps ---------- Crit.mult +20.00% On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 13 * 20% chance to reduce armor by 22% ----- def ----- Blind- +34% Confus- +21% ---------- misc Max.hate +6.00 Max.psi +50.00 Light +9 See.Stealth +14 See.Invis +13 Track: Puts all charms on 40 cooldown Level 5.9 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 40 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 7.2 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 22.40 cold damage and 28.97 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Res.pen +10% darkness +15% all Apr +15 Melee Ret 4 blight 21 fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Resists +6% blight +10% fire +12% darkness Mind.save +29 (+10 eff.) ---------- misc Light +7 See.Stealth +45 See.Invis +50 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Crit.mult +5.00% Res.pen +5% nature ----- def ----- Max.HP +44.00 ---------- misc Hate/m.crit +1.00 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 [Rare] Arcane While equipped: Stats +12 Wil dps ---------- Mind.crit +2% Mind.pwr +30 (+7 eff.) Dmg.mod +10% light +6% arcane ----- def ----- Resists +10% darkness Affinity +5% light ---------- misc Equi/ret +0.08 Light +7 Sun Flare: Puts all charms on 30 cooldown Level 5.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 124.98 light damage. At talent level 3 you gain 19% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +8 (+2 eff.) Dmg.mod +9% nature Res.pen +10% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 36 ----- def ----- Resists +12% blight +9% fire +5% arcane +15% cold ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Dex +4 Mag +4 Wil +1 Cun dps ---------- Dmg.mod +7% mind ----- def ----- Resists +5% arcane Crit.chn- 5.00% ---------- misc Light +3 Infravis +1 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 T5 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +10% blight +11% darkness ---------- misc Light +5 Infravis +5 See.Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 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 73 blight damage or heals 67 life. Creatures standing in the retch also have 25% 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. 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 +4% Spell.pwr +9 (+2 eff.) ----- def ----- Resists +7% blight +9% darkness ---------- misc Light +6 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 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 73 blight damage or heals 67 life. Creatures standing in the retch also have 25% 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. |
![]() 1.0 T3 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) ----- def ----- Max.HP +43.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 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. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
![]() 3.0 T4 shot ammo [Rare] Psionic Power 46.0 - 55.2 Physical Uses 92% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 23 Proj.spd +200% Ranged+ +33 physical +20 arcane On Hit.r1 +20 mind +20 physical On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 244 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Random Unique] Master/Psionic Power 76.5 - 91.8 Physical Uses 92% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +25 Apr +6 Crit +22.0% Capacity 22 Ranged+ +31 physical +24 nature On Hit.r1 +4 nature On Crit.r2 +24 nature On Hit: * 24% chance to slow global speed by 64% * 20% chance to knock the target back 3 spaces and deal 244 physical damage On Crit: * Wound the target dealing 251 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] Arcane/Master Power 66.0 - 79.2 Physical Uses 92% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +34.0% Capacity 20 Phasing +31% Ranged+ +4 blight +25 cold On Hit.r1 +8 blight +12 temporal On Hit: * 20% chance to reduce strength, dexterity, and constitution by 13 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 251 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] Master Power 81.5 - 97.8 Physical Uses 92% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +25.0% Capacity 23 Proj.spd +200% Ranged+ +8 mind +20 darkness On Crit.r2 +4 blight On Hit: * 10% chance to reduce damage dealt by 29% * 20% chance to reduce all saves and defense by 36 On Crit: * Wound the target dealing 251 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 [Rare] Arcane Power 69.5 - 83.4 Physical Uses 92% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 24 Proj.spd +207% Ranged+ +21 blight On Hit.r1 +21 physical On Hit: * Create an explosion dealing 40 cold damage (1/turn) While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Arcane/Master Power 62.0 - 74.4 Physical Uses 92% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +16 Crit +15.0% Capacity 18 Proj.spd +200% On Hit: * Create an explosion dealing 36 cold damage (1/turn) Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego] Arcane/Master Power 23.0 - 27.6 Physical Uses 92% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +9 Apr +2 Crit +4.5% Capacity 18 Rld cld 4 Shots are used with slings to pummel your foes to death. |
![]() 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 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Mag +5 Con dps ---------- Dmg.mod +3% physical ----- def ----- Resists +6% lightning Phys.save +6 (+2 eff.) ---------- misc Stam/turn +2.00 Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 15 cooldown 100% to increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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 30 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 (+1 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Keker the Halfling Adventurer level 46
28th Dusk 123rd year of Ascendancy at 13:23 see stats
By Keker the Halfling Adventurer level 50
48th Pyre 124th year of Ascendancy at 20:13 see stats
By Keker the Halfling Adventurer level 46
26th Dusk 123rd year of Ascendancy at 23:36 see stats
By Keker the Halfling Adventurer level 49
57th Dusk 123rd year of Ascendancy at 17:30 see stats
By Keker the Halfling Adventurer level 49
61st Dusk 123rd year of Ascendancy at 08:59 see stats
By Keker the Halfling Adventurer level 50
2nd Flare 124th year of Ascendancy at 23:37 see stats
By Keker the Halfling Adventurer level 50
3rd Summertide 124th year of Ascendancy at 18:21 see stats
By Keker the Halfling Adventurer level 48
55th Dusk 123rd year of Ascendancy at 21:47 see stats
By Keker the Halfling Adventurer level 46
30th Dusk 123rd year of Ascendancy at 00:01 see stats
By Keker the Halfling Adventurer level 13
10th Dusk 122nd year of Ascendancy at 01:22 see stats
By Keker the Halfling Adventurer level 50
57th Regrowth 124th year of Ascendancy at 17:31 see stats
By Keker the Halfling Adventurer level 47
51st Dusk 123rd year of Ascendancy at 03:33 see stats
By Keker the Halfling Adventurer level 40
8th Flare 123rd year of Ascendancy at 04:12 see stats
By Keker the Halfling Adventurer level 37
58th Pyre 123rd year of Ascendancy at 06:58 see stats
By Keker the Halfling Adventurer level 50
75th Pyre 124th year of Ascendancy at 06:08 see stats
By Keker the Halfling Adventurer level 50
5th Allure 124th year of Ascendancy at 16:41 see stats
By Keker the Halfling Adventurer level 19
19th Haze 122nd year of Ascendancy at 02:44 see stats
By Keker the Halfling Adventurer level 25
4th Allure 123rd year of Ascendancy at 15:26 see stats
By Keker the Halfling Adventurer level 48
56th Dusk 123rd year of Ascendancy at 17:09 see stats
By Keker the Halfling Adventurer level 50
66th Pyre 124th year of Ascendancy at 21:46 see stats
By Keker the Halfling Adventurer level 50
57th Regrowth 124th year of Ascendancy at 13:25 see stats
By Keker the Halfling Adventurer level 50
58th Pyre 124th year of Ascendancy at 12:34 see stats
By Keker the Halfling Adventurer level 33
44th Regrowth 123rd year of Ascendancy at 18:37 see stats
By Keker the Halfling Adventurer level 50
61st Dusk 123rd year of Ascendancy at 11:20 see stats
By Keker the Halfling Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 02:53 see stats
By Keker the Halfling Adventurer level 20
19th Haze 122nd year of Ascendancy at 06:03 see stats
By Keker the Halfling Adventurer level 30
12nd Regrowth 123rd year of Ascendancy at 17:17 see stats
By Keker the Halfling Adventurer level 40
78th Pyre 123rd year of Ascendancy at 07:56 see stats
By Keker the Halfling Adventurer level 50
61st Dusk 123rd year of Ascendancy at 09:11 see stats
By Keker the Halfling Adventurer level 35
77th Regrowth 123rd year of Ascendancy at 12:51 see stats
By Keker the Halfling Adventurer level 50
48th Pyre 124th year of Ascendancy at 20:14 see stats
By Keker the Halfling Adventurer level 46
49th Dusk 123rd year of Ascendancy at 21:53 see stats
By Keker the Halfling Adventurer level 50
75th Pyre 124th year of Ascendancy at 06:08 see stats
By Keker the Halfling Adventurer level 50
28th Pyre 124th year of Ascendancy at 02:37 see stats
By Keker the Halfling Adventurer level 23
65th Haze 122nd year of Ascendancy at 09:27 see stats
By Keker the Halfling Adventurer level 33
30th Regrowth 123rd year of Ascendancy at 13:30 see stats
By Keker the Halfling Adventurer level 30
13rd Regrowth 123rd year of Ascendancy at 16:46 see stats
By Keker the Halfling Adventurer level 21
33rd Haze 122nd year of Ascendancy at 18:17 see stats
By Keker the Halfling Adventurer level 48
51st Dusk 123rd year of Ascendancy at 05:02 see stats
By Keker the Halfling Adventurer level 50
75th Pyre 124th year of Ascendancy at 06:07 see stats
By Keker the Halfling Adventurer level 9
9th Mirth 122nd year of Ascendancy at 23:43 see stats
By Keker the Halfling Adventurer level 50
41st Regrowth 124th year of Ascendancy at 00:58 see stats
By Keker the Halfling Adventurer level 50
75th Pyre 124th year of Ascendancy at 06:08 see stats
By Keker the Halfling Adventurer level 38
66th Pyre 123rd year of Ascendancy at 00:34 see stats
By Keker the Halfling Adventurer level 7
1st Mirth 122nd year of Ascendancy at 08:06 see stats
By Keker the Halfling Adventurer level 50
13rd Haze 123rd year of Ascendancy at 04:50 see stats
By Keker the Halfling Adventurer level 23
47th Haze 122nd year of Ascendancy at 22:36 see stats
By Keker the Halfling Adventurer level 26
9th Allure 123rd year of Ascendancy at 23:19 see stats
By Keker the Halfling Adventurer level 17
10th Haze 122nd year of Ascendancy at 08:13 see stats
By Keker the Halfling Adventurer level 50
2nd Flare 124th year of Ascendancy at 22:38 see stats
By Keker the Halfling Adventurer level 45
26th Dusk 123rd year of Ascendancy at 08:04 see stats
Log
Keker's Counter Shot hits Yvyrasema the giant eel for (38 parried), 218 physical, 54 physical, 30 darkness, 0 arcane, 11 fire, 13 lightning, 11 fire (337 total damage).
Keker's Counter Shot hits Yvyrasema the giant eel for (38 parried), 229 physical, 17 light, 11 fire, 12 acid, 54 physical, 0 arcane, 8 nature, 13 lightning, 11 fire, 506 physical (861 total damage).
Keker cleverly deflects the attack with his shield!
Keker follows up with a countershot.
Keker repels an attack from Yvyrasema the giant eel's Fan of Knives.
Yvyrasema the giant eel's Fan of Knives misses Keker.
Yvyrasema the giant eel's Fan of Knives misses Keker.
Yvyrasema the giant eel's Fan of Knives misses Keker.
Keker shoots!
Keker's Counter Shot performs a ranged critical strike against Yvyrasema the giant eel!
Yvyrasema the giant eel slows down.
Yvyrasema the giant eel redirects the effect 'Deep Wound'!
Yvyrasema the giant eel redirects the effect 'Bleeding'!
Keker's Counter Shot performs a ranged critical strike against Yvyrasema the giant eel!
Keker's mind surges with critical power!
Poison bursts out of Yvyrasema the giant eel's corpse!
Quest 'Infinite Dungeon Challenge (Level 78): Exterminator' is done! (Press 'j' to see the quest log)
Keker has received: Random Artifact: Eldoral Last Resort.
Quest 'Infinite Dungeon Challenge (Level 78): Exterminator' completed! (Press 'j' to see the quest log)
Keker's Counter Shot hits Yvyrasema the giant eel for 465 physical, 54 physical, 30 darkness, 0 arcane, 11 fire, 13 lightning, 11 fire, 72 lightning, 62 cold, 6 darkness, 690 physical (1415 total damage).
Keker's Counter Shot hits Yvyrasema the giant eel for 441 physical, 17 light, 11 fire, 12 acid, 54 physical, 0 arcane, 8 nature, 13 lightning, 11 fire, 66 acid, 118 fire, 86 nature, 6 darkness (843 total damage).
Lore found: Eldoral Last Resort
You can read all your collected lore in the game menu, by pressing Escape.
Keker seems more focused.
Keker has recovered!
Keker's Counter Shot killed Yvyrasema the giant eel!
Keker picks up ( .): Beudin the Tidetouch (0 def, 10 armour, 74-89 power, 209.5 block).