










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 50 / 179% |
Size | huge |
Lifes / Deaths | Killed by elven blood mage at level 26 on the 31st Steel 123rd year of Ascendancy at 12:32 0 / 9Killed by Grand Corruptor at level 27 on the 32nd Steel 123rd year of Ascendancy at 13:33 Killed by Celia at level 27 on the 37th Steel 123rd year of Ascendancy at 22:28 Killed by orc necromancer at level 32 on the 25th Voratun 123rd year of Ascendancy at 19:31 Killed by multi-hued drake at level 37 on the 25th Wealth 124th year of Ascendancy at 14:24 Killed by Cyrewen the orc necromancer at level 46 on the 37th Stralite 125th year of Ascendancy at 19:00 Killed by Cyrewen the orc necromancer at level 46 on the 9th Voratun 125th year of Ascendancy at 01:01 Killed by ghast at level 50 on the 9th Dearth 125th year of Ascendancy at 17:50 Killed by orc corruptor at level 50 on the 9th Dearth 125th year of Ascendancy at 18:12 |
Primary Stats
Strength | 156 (base 60) |
Dexterity | 43 (base 22) |
Constitution | 104 (base 62) |
Magic | 6 (base 8) |
Willpower | 28 (base 13) |
Cunning | 72 (base 60) |
Resources
Life | -214/2173 |
Stamina | 319/322 |
Healing Factor | 2.0046107254317 |
Regeneration | 39.425775611994 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 7 |
See Stealth | 59.930670870972 |
See Invisible | 77.930670870972 |
Offense: Mainhand
Damage | 265 |
Accuracy | 56 |
Crit Chance | 77% |
APR | 25 |
Speed | 0.91 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +30% |
Physical | +43% |
Nature | +8% |
Arcane | +9% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Physical | +16% |
Arcane | +5% |
Mind | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 113.72307323196 (100%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 84 |
Spell Save | 62 |
Mental Save | 60 |
Defense: Resistances
Lightning | + 23%( 70%) |
Physical | + 17%( 70%) |
Nature | + 32%( 70%) |
Blight | + 40%( 70%) |
Arcane | + 19%( 70%) |
Darkness | + 29%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 25% |
Confusion Resistance | 30% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 625 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 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 physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 992 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1088% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Two-handed assault | 1.58 |
| 5/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Combat veteran | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 4/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by vampire. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by thought-forged bowman. Escort: worried loremaster (level 4 of Old Forest) | failed |
You failed to protect the worried loremaster from death by storm drake hatchling. Escort: worried loremaster (level 5 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 929. | 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, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. 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 too late. The place has been drained of its power and the sorcerers have left. 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 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 |
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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +6 Str +7 Con dps ---------- Mov.spd +10% Dmg.mod +8% physical ----- def ----- Armour +5 Fatigue -3% Max.HP +54.00 ---------- misc Stam/turn +0.80 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +8 (+2 eff.) Dmg.mod +6% cold Apr +3 ----- def ----- Armour +14 Resists +9% blight Phys.save +9 (+2 eff.) Die.at -80.00 life ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +6 Dex dps ---------- Dmg.mod +30% lightning +6% arcane ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +10% nature +17% darkness Spell.save +5 (+1 eff.) Max.HP +80.00 Heal.mod +12% ---------- misc Infravis +4 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 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 845.9 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +2 Dex +1 Con dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% Dmg.mod +12% physical Res.pen +5% light Melee Ret 4 light ----- def ----- Defense +10 (+5 eff.) ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Str ----- def ----- Armour +14 Max.HP +85.00 HP.reg +13.00 Heal.mod +17% Rings make your fingers look great! |
On fingers | ![]() 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. |
Around waist | ![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.crit +14.0% Mind.crit +15% Res.pen +25% mind ----- def ----- Resists +5% arcane +20% blight Spell.save +12 (+3 eff.) Confus- +20% Knockbk- +20% ---------- misc Max.stam +30.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 greatmaul 2H weapon [Ego++] Master Power 65.0 - 97.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +17.0% Res.pen +16% physical Acc +7 (+2 eff.) Apr +16 Massive two-handed mauls. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Phys.crit +3.0% Apr +2 ----- def ----- Armour +2 Resists +2% physical Phys.save +9 (+2 eff.) Disarm- +25% ---------- misc Masteries +0.20 Technique/Grappling 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. |
Main armor | ![]() 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+9 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 22 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Str +2 Dex ----- def ----- Armour +4 Defense +8 (+4 eff.) Crit.chn- 15.00% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +21 (+5 eff.) ---------- misc Psi/ret +0.08 Light +3 See.Invis +18 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex dps ---------- Crit.mult +15.00% Phys.pwr +8 (+2 eff.) Phys.spd +10% Dmg.mod +3% arcane +15% physical Res.pen +5% arcane ---------- misc Stam/turn +3.00 Masteries +0.28 Technique/Two-handed assault Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 388 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1000% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 19% for 4 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 40% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 48% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +10% darkness Heal.mod +11% Blind- +22% Cut- +50% Heal: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 166 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +10% nature +15% blight Poison- +20% Disease- +23% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (106). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T3 amulet jewelry [Ego++] Master While equipped: Stats +5 Str +5 Dex +6 Wil dps ---------- Crit.mult +11.00% Acc +7 (+2 eff.) Apr +13 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +12.00% Acc +8 (+3 eff.) Apr +10 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Master While equipped: Stats +4 Dex +6 Cun +7 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -7% HP.reg +2.00 ---------- misc Stam/turn +0.60 Masteries +0.27 Technique/Berserker's strength +0.27 Technique/Superiority Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +2.0% Crit.mult +20.00% Apr +3 ----- def ----- Armour +14 Defense +12 (+6 eff.) Resists +15% mind Res.Cap +4% all Phys.save +27 (+6 eff.) Die.at -80.00 life Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] While equipped: ----- def ----- Armour +1 Defense +10 (+5 eff.) Resists +1% all Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc Light +4 Infravis +4 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +5 Con ----- def ----- Resists +9% light Crit.chn- 15.00% Phys.save +13 (+3 eff.) Mind.save +18 (+4 eff.) Max.HP +68.00 HP.reg +9.00 Cut- +20% ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% blight +6% physical +6% arcane Res.pen +25% arcane Apr +2 ----- def ----- Mind.save +6 (+1 eff.) Confus- +23% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% nature ----- def ----- Defense +4 (+2 eff.) Resists +22% nature Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% fire ----- def ----- Armour +6 Resists +22% fire Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% light ----- def ----- Armour +4 Resists +20% light 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 T3 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+5 eff.) Dmg.mod +3% lightning Res.pen +20% lightning +15% mind Melee Ret 2 lightning ----- def ----- Resists +3% light Max.HP +25.00 Disarm- +28% Pinning- +26% Knockbk- +26% ---------- misc Max.psi +40.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil +6 Cun dps ---------- Spell.pwr +9 (+9 eff.) Melee+ 16 physical Ranged+ 17 physical On Hit (Melee): * 15% chance to reduce all saves and defense by 23 On Hit (Ranged): * 12% chance to reduce all saves and defense by 23 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% lightning Acc +8 (+3 eff.) ----- def ----- Resists +24% lightning Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Max.HP +25.00 Disarm- +21% Pinning- +22% Knockbk- +23% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +12% cold ----- def ----- Defense +10 (+5 eff.) Resists +24% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Max.HP +49.00 HP.reg +5.00 Heal.mod +11% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Acc +15 (+5 eff.) Apr +12 ----- def ----- Defense +12 (+6 eff.) Resists +9% nature +9% blight Poison- +21% Disease- +17% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +5 Mag +7 Con dps ---------- Phys.pwr +13 (+3 eff.) Melee+ 26 light Ranged+ 25 light Dmg.mod +15% light Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +6 Cun dps ---------- Mov.spd +21% Acc +10 (+3 eff.) ----- def ----- Defense +22 (+11 eff.) Blinding Speed: Puts all charms on 34 cooldown Level 3.9 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: ----- def ----- Resists +19% acid +17% fire +10% lightning +12% cold Phys.save +16 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +17 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Rings make your fingers look great! |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Dex +6 Wil +2 Con dps ---------- Spell.crit +5% Spell.pwr +15 (+14 eff.) Dmg.mod +30% acid Melee Ret 2 lightning ----- def ----- Defense +42 (+17 eff.) ---------- misc Light +6 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 32.05 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon Reqs Mag 48 [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Spell.crit +5% Crit.mult +15.00% Phys.pwr +10 (+2 eff.) Spell.pwr +15 (+14 eff.) Dmg.mod +3% physical +30% temporal ----- def ----- Resists +12% lightning +9% temporal +5% arcane Phys.save +3 (+1 eff.) ---------- misc Max.stam +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Spell.crit +15% Crit.mult +33.00% Spell.pwr +28 (+21 eff.) Melee+ 28 fire Dmg.mod +30% light +30% temporal +30% darkness +30% physical ----- def ----- Crit.chn- 15.00% ---------- misc Light +3 See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
![]() 3.0 T4 battleaxe 2H weapon [Ego] Nature/Psionic Power 46.5 - 69.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +13 nature +13 mind On Hit: * 16% chance to reduce all saves and defense by 23 While equipped: Stats +5 Cun +5 Wil Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 233.71 fire damage, and flames will be left dealing a further 54.72 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Master/Psionic Power 70.0 - 105.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +8 acid On Hit: * 10% chance to reduce armor by 11% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +20% arcane +19% physical Acc +24 (+7 eff.) Apr +21 ----- def ----- Resists +5% arcane Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Master Power 57.5 - 86.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +16.0% Massive two-handed battleaxes. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 68.0 - 102.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +27 nature On Crit.r2 +12 blight +8 acid While equipped: Stats +10 Dex dps ---------- Phys.spd +10% Dmg.mod +9% acid Res.pen +10% mind +16% physical Acc +69 (+18 eff.) Apr +21 ----- def ----- Resists +6% acid +9% blight Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Rare] Master Power 62.0 - 99.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +4 light On Crit.r2 +20 darkness On Hit: * 20% chance to reduce damage dealt by 19% While equipped: dps ---------- Dmg.mod +9% cold Res.pen +12% all Acc +20 (+6 eff.) Apr +20 Melee Ret 6 darkness 4 cold ----- def ----- Resists +9% light +9% darkness Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+4 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-10 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. This item has been sent to the Item's Vault. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Rare] Master Power 51.0 - 66.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Resists +6% acid +12% cold +6% mind +12% light Heal.mod +10% Sharp, short and deadly. This item has been sent to the Item's Vault. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane/Master/Psionic Power 51.5 - 67.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 arcane +17 darkness +12 nature Against +15% Living On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Res.pen +10% mind On Hit (Melee): * 20% chance to slow global speed by 49% Sharp, short and deadly. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +5 Str dps ---------- Phys.pwr +17 (+4 eff.) Dmg.mod +12% light On Hit (Ranged): * 20% chance to slow global speed by 49% ----- def ----- Resists +9% blight +3% cold +3% nature +9% light Spell.save +6 (+2 eff.) ---------- misc Light +2 Longbows are used to shoot arrows at your foes. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+2 eff.) ----- def ----- Armour +12 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil +6 Con dps ---------- On shield block: * Deals 117 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +19 Fatigue +8% Resists +10% cold Phys.save +10 (+2 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 9.0 T4 light armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +6 Dex +7 Mag +8 Wil +7 Cun dps ---------- Phys.crit +6.0% Spell.crit +8% Mind.crit +7% Crit.mult +10.00% Phys.pwr +17 (+4 eff.) Spell.pwr +18 (+16 eff.) Mind.pwr +14 (+6 eff.) ----- def ----- Armour +11 Defense +33 (+14 eff.) Fatigue +8% Resists +36% lightning +2% physical ---------- misc See.Invis +6 A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +18 Defense +11 (+6 eff.) Fatigue +12% Mind.save +12 (+3 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 43 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 22.99 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +12 Fatigue +22% Resists +15% fire A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +9% light Apr +3 ----- def ----- Armour +9 Fatigue +22% Resists +9% fire +9% temporal +17% cold Max.HP +60.00 Heal.mod +10% A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego] Arcane While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +15% temporal A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% mind Res.pen +5% acid +5% fire ----- def ----- Armour +11 Fatigue +22% Resists +7% mind Mind.save +27 (+7 eff.) ---------- misc Equi/ret +0.08 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Master While equipped: ----- def ----- Armour +18 Fatigue +22% Resists +22% acid +7% physical +7% cold +10% lightning +10% fire A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +13% nature +16% blight Max.HP +39.00 HP.reg +2.00 Heal.mod +13% A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +20 Fatigue +22% Resists +11% acid +11% cold +15% nature +12% blight ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +6 Wil ----- def ----- Armour +16 Fatigue +22% Mind.save +20 (+5 eff.) Max.HP +32.00 HP.reg +6.00 Heal.mod +17% A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Arcane While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Phys.crit +7.0% Spell.crit +4% Mind.crit +6% Phys.pwr +22 (+5 eff.) Spell.pwr +24 (+19 eff.) Mind.pwr +17 (+7 eff.) Melee+ 20 acid 19 fire Melee Ret 9 acid 12 fire ----- def ----- Armour +16 Fatigue +22% Resists +16% lightning +21% fire +15% acid A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% acid ----- def ----- Resists +3% acid HP.reg +0.60 Heal.mod +11% ---------- misc Light +1 Infravis +2 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +13 (+7 eff.) Resists +8% blight Stealth +7 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +13% acid +5% blight +7% fire +7% cold +7% lightning A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.crit +5.0% Crit.mult +8.00% Phys.pwr +13 (+3 eff.) ----- def ----- Phys.save +8 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +9 (+2 eff.) Mind.pwr +9 (+4 eff.) ----- def ----- Phys.save +15 (+3 eff.) Mind.save +14 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold Spell.save +5 (+1 eff.) Mind.save +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 8 acid ----- def ----- Armour +12 Defense +11 (+6 eff.) Resists +22% light +33% fire Crit.chn- 15.00% Stealth +15 Max.HP +40.00 Heal.mod +20% Disease- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +3 Phys.save +8 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +6 (+1 eff.) ---------- misc Stam/turn +0.60 Max.stam +16.00 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +1 Cun +2 Con ----- def ----- Armour +3 Fatigue +2% Phys.save +10 (+2 eff.) Mind.save +11 (+3 eff.) ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Con dps ---------- Melee+ 13 darkness Dmg.mod +6% darkness +9% blight Res.pen +25% physical Acc +20 (+6 eff.) Melee Ret 8 physical ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness +6% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +7 (+2 eff.) Apr +6 On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +9% blight Spell.save +24 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% arcane Acc +22 (+6 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +12% blight +5% arcane +6% nature Spell.save +3 (+1 eff.) HP.reg +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Defense +1 (+1 eff.) Resists +16% acid A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +11 Defense +20 (+10 eff.) Fatigue +3% Spell.save +18 (+5 eff.) Poison- +20% Pinning- +20% A cap made of leather. |
![]() 2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +8 Str +8 Dex +2 Mag +4 Wil +4 Con dps ---------- Dmg.mod +9% mind ----- def ----- Armour +5 Fatigue +5% Mind.save +18 (+4 eff.) ---------- misc Psi/ret +0.16 See.Invis +9 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 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 845.9 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid Melee Ret 4 acid ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +12% cold +3% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +23% mind +16% cold Mind.save +13 (+3 eff.) Confus- +37% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature 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. |
![]() 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 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 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 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 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 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 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 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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. |
![]() 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 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) ----- def ----- Resists +3% all Spell.save +5 (+1 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 1 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Res.pen +20% lightning ----- def ----- Defense +10 (+5 eff.) Resists +12% acid +6% cold +3% nature +19% temporal Spell.save +6 (+2 eff.) Heal.mod +10% Disarm- +10% Knockbk- +20% Def/telep +16 Res/telep +15% Dur/telep +18% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +5 (+1 eff.) ----- def ----- Mind.save +7 (+2 eff.) ---------- misc Light +4 See.Stealth +11 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Ego+] Master While equipped: ----- def ----- Blind- +50% Confus- +14% ---------- misc Light +10 See.Stealth +11 See.Invis +20 Track: Puts all charms on 34 cooldown Level 3.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 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. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+4 eff.) Apr +12 ----- def ----- Defense +12 (+6 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 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: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 416 Puts all charms on 13 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 626 Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 21 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Tolkien-Sucks the Dwarf Berserker level 34
5th Shortage 123rd year of Ascendancy at 10:45 see stats
By Tolkien-Sucks the Dwarf Berserker level 33
27th Voratun 123rd year of Ascendancy at 00:23 see stats
By Tolkien-Sucks the Dwarf Berserker level 37
3rd Wealth 124th year of Ascendancy at 05:37 see stats
By Tolkien-Sucks the Dwarf Berserker level 37
25th Wealth 124th year of Ascendancy at 14:21 see stats
By Tolkien-Sucks the Dwarf Berserker level 46
13rd Stralite 125th year of Ascendancy at 14:08 see stats
By Tolkien-Sucks the Dwarf Berserker level 36
41st Stralite 124th year of Ascendancy at 12:46 see stats
By Tolkien-Sucks the Dwarf Berserker level 25
15th Steel 123rd year of Ascendancy at 18:31 see stats
By Tolkien-Sucks the Dwarf Berserker level 30
37th Stralite 123rd year of Ascendancy at 09:21 see stats
By Tolkien-Sucks the Dwarf Berserker level 21
37th Dearth 122nd year of Ascendancy at 18:14 see stats
By Tolkien-Sucks the Dwarf Berserker level 35
21st Iron 124th year of Ascendancy at 07:14 see stats
By Tolkien-Sucks the Dwarf Berserker level 44
24th Gold 125th year of Ascendancy at 03:31 see stats
By Tolkien-Sucks the Dwarf Berserker level 18
11st Dearth 122nd year of Ascendancy at 16:20 see stats
By Tolkien-Sucks the Dwarf Berserker level 25
20th Steel 123rd year of Ascendancy at 12:25 see stats
By Tolkien-Sucks the Dwarf Berserker level 50
32nd Profit 125th year of Ascendancy at 23:54 see stats
By Tolkien-Sucks the Dwarf Berserker level 28
23rd Gold 123rd year of Ascendancy at 16:26 see stats
By Tolkien-Sucks the Dwarf Berserker level 40
26th Wealth 124th year of Ascendancy at 15:36 see stats
By Tolkien-Sucks the Dwarf Berserker level 10
7th Profit 122nd year of Ascendancy at 04:17 see stats
By Tolkien-Sucks the Dwarf Berserker level 20
23rd Dearth 122nd year of Ascendancy at 10:49 see stats
By Tolkien-Sucks the Dwarf Berserker level 30
37th Stralite 123rd year of Ascendancy at 07:29 see stats
By Tolkien-Sucks the Dwarf Berserker level 40
26th Wealth 124th year of Ascendancy at 13:54 see stats
By Tolkien-Sucks the Dwarf Berserker level 50
32nd Profit 125th year of Ascendancy at 16:31 see stats
By Tolkien-Sucks the Dwarf Berserker level 46
25th Stralite 125th year of Ascendancy at 18:29 see stats
By Tolkien-Sucks the Dwarf Berserker level 20
23rd Dearth 122nd year of Ascendancy at 11:23 see stats
By Tolkien-Sucks the Dwarf Berserker level 26
29th Steel 123rd year of Ascendancy at 22:45 see stats
By Tolkien-Sucks the Dwarf Berserker level 30
18th Voratun 123rd year of Ascendancy at 20:18 see stats
By Tolkien-Sucks the Dwarf Berserker level 19
23rd Dearth 122nd year of Ascendancy at 04:12 see stats
By Tolkien-Sucks the Dwarf Berserker level 36
24th Steel 124th year of Ascendancy at 12:40 see stats
By Tolkien-Sucks the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 08:41 see stats
By Tolkien-Sucks the Dwarf Berserker level 37
25th Wealth 124th year of Ascendancy at 18:12 see stats
By Tolkien-Sucks the Dwarf Berserker level 13
32nd Profit 122nd year of Ascendancy at 15:52 see stats
By Tolkien-Sucks the Dwarf Berserker level 21
3rd Iron 123rd year of Ascendancy at 19:23 see stats
By Tolkien-Sucks the Dwarf Berserker level 42
22nd Steel 125th year of Ascendancy at 15:42 see stats
By Tolkien-Sucks the Dwarf Berserker level 24
10th Steel 123rd year of Ascendancy at 12:20 see stats
By Tolkien-Sucks the Dwarf Berserker level 41
30th Iron 125th year of Ascendancy at 08:06 see stats
By Tolkien-Sucks the Dwarf Berserker level 21
3rd Iron 123rd year of Ascendancy at 08:20 see stats
By Tolkien-Sucks the Dwarf Berserker level 29
36th Stralite 123rd year of Ascendancy at 21:21 see stats
By Tolkien-Sucks the Dwarf Berserker level 19
13rd Dearth 122nd year of Ascendancy at 00:42 see stats
By Tolkien-Sucks the Dwarf Berserker level 50
9th Dearth 125th year of Ascendancy at 17:50 see stats
By Tolkien-Sucks the Dwarf Berserker level 33
26th Voratun 123rd year of Ascendancy at 10:58 see stats
Log
Cyrewen the orc necromancer uses Swift Shot.
Tolkien-Sucks no longer revels in blood quite so much.
Talent Infusion: Movement is ready to use.
Talent Vitality is ready to use.
Talent Infusion: Wild is ready to use.
Talent Rain of Bears is ready to use.
Talent Shattering Blow is ready to use.
Talent Dig is ready to use.
Talent Fearless Cleave is ready to use.
Talent Warshout is ready to use.
Tolkien-Sucks hits Banshee for 456 physical damage.
Bleeding from Cyrewen the orc necromancer hits Tolkien-Sucks for 13 physical damage.
Deadly Poison from Cyrewen the orc necromancer hits Tolkien-Sucks for 47 nature damage.
Cyrewen the orc necromancer's Swift Shot hits Tolkien-Sucks for 72 physical, 11 cold (84 total damage).
Cyrewen the orc necromancer casts Black Ice.
Cyrewen the orc necromancer's spell attains critical power!
Tolkien-Sucks resists the effect 'Black Ice'!
Cyrewen the orc necromancer hits Tolkien-Sucks for 203 cold damage.
Orc corruptor roars triumphantly.
Orc corruptor's blight area effect hits Tolkien-Sucks for 41 blight damage.
Orc corruptor's blight area effect hits Banshee for 51 blight damage.
Orc corruptor casts Blood Grasp.
Orc corruptor's spell attains critical power!
Bleeding from Cyrewen the orc necromancer hits Tolkien-Sucks for 13 physical damage.
Deadly Poison from Cyrewen the orc necromancer hits Tolkien-Sucks for 64 nature damage.
Cyrewen the orc necromancer uses Block.
Orc corruptor's Blood Grasp hits Tolkien-Sucks for 237 blight damage.
Orc corruptor receives 52 healing from Orc corruptor's Blood Grasp.
Tolkien-Sucks the level 50 dwarf berserker was fouled to death by an orc corruptor on level 1 of Rak'shor Pride.