









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: OldRPG Music Mod v3 - Part 4 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] Items Vault 1.7.6Donators/Buyers bonus! 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:
OldRPG Music Mod v3 - Part 3 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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: OldRPG Music Mod v3 - Part 2 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
OldRPG Music Mod v3 - Part 5 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 OldRPG Music Mod v3 - Part 1 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 50 / 2734% |
Size | medium |
Lifes / Deaths | Killed by Weirdling Beast at level 16 on the 41st Dusk 122nd year of Ascendancy at 17:51 0 / 10Killed by Celia at level 20 on the 44th Haze 122nd year of Ascendancy at 16:28 Killed by armoured skeleton warrior at level 23 on the 53rd Haze 122nd year of Ascendancy at 07:26 Killed by overpowered greater multi-hued wyrm at level 38 on the 64th Dusk 123rd year of Ascendancy at 15:38 Killed by Atamathon the Giant Golem at level 40 on the 25th Haze 123rd year of Ascendancy at 02:54 Killed by Atamathon the Giant Golem at level 40 on the 25th Haze 123rd year of Ascendancy at 04:35 Killed by Atamathon the Giant Golem at level 40 on the 25th Haze 123rd year of Ascendancy at 07:53 Killed by Elite Combat Trainer Porolaith at level 49 on the 24th Dusk 124th year of Ascendancy at 23:18 Killed by Atamathon the Giant Golem at level 50 on the 7th Dusk 125th year of Ascendancy at 05:02 Killed by Atamathon the Giant Golem at level 50 on the 7th Dusk 125th year of Ascendancy at 05:06 |
Antimagic | Follower |
Primary Stats
Strength | 80 (base 36) |
Dexterity | 118 (base 66) |
Constitution | 107 (base 45) |
Magic | 30 (base 14) |
Willpower | 57 (base 30) |
Cunning | 118 (base 62) |
Resources
Life | -215/1843 |
Stamina | 378/394 |
Equilibrium | 0 |
Healing Factor | 2.195340567427 |
Regeneration | 122.94309831965 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 23 |
Infravision | 7 |
See Stealth | 47.872128145023 |
See Invisible | 47.872128145023 |
Offense: Barehand
Damage | 169 |
Accuracy | 73 |
Crit Chance | 88% |
APR | 57 |
Speed | 0.91 |
Offense: Spell
Spellpower | 9.3333333333333 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 66% |
Speed | 1 |
Offense: Damage Bonus
Physical | +17% |
Lightning | +32% |
Light | +46% |
Nature | +95% |
Cold | +16% |
Arcane | +13% |
Mind | +30% |
All | +7% |
Offense: Damage Penetration
Lightning | +15% |
Temporal | +15% |
All | 0% |
Cold | +45% |
Nature | +45% |
Defense: Base
Armour (hardiness) | 49 (62.946778433524%) |
Defense | 90 |
Ranged Defense | 90 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 62 |
Mental Save | 46 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 27%( 70%) |
All | + 7%( 70%) |
Darkness | + 50%( 70%) |
Physical | + 16%( 70%) |
Temporal | + 21%( 70%) |
Lightning | + 70%( 70%) |
Mind | + 21%( 70%) |
Fire | + 13%( 70%) |
Nature | + 56%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 90% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1018% 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. |
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 667 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 287 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Finishing moves | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cunning / Tactical | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 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. 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 injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Wrathroot. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Cunning 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 |
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 Horned Horror. * 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 |
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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2334. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery 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 have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +12% nature +6% arcane Res.pen +20% nature On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Armour +5 Fatigue -5% Phys.save +10 (+3 eff.) HP.reg +11.00 Heal.mod +18% ---------- misc Max.enc +44 Disengage: Puts all charms on 15 cooldown Level 1.3 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Eden's Guile. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+4 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Dex, 40% Str, 40% Cun Apr +18 Crit +12.0% Atk.spd 100% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 172.89 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Dex dps ---------- Dmg.mod +15% light +27% nature Res.pen +15% temporal Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +25% darkness ---------- misc Light +3 Infravis +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str +6 Dex dps ---------- Phys.pwr +10 (+2 eff.) Mov.spd +10% Dmg.mod +9% nature +6% mind ----- def ----- Armour +5 Defense +8 (+2 eff.) Resists +9% lightning +10% physical +21% darkness +14% nature +5% arcane Spell.save +6 (+1 eff.) Max.HP +40.00 ---------- misc Max.stam +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Eye of the Tiger You have set the ring to grant you Eye of the Tiger! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Phys.crit +6.0% Phys.pwr +20 (+4 eff.) Dmg.mod +16% lightning Res.pen +15% lightning Apr +6 ----- def ----- Defense +30 (+6 eff.) Resists +32% lightning Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Cun dps ---------- Crit.mult +20.00% Phys.pwr +9 (+2 eff.) Phys.spd +10% Dmg.mod +12% light +10% physical Res.pen +30% cold Acc +10 (+3 eff.) Apr +20 On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Resists +5% arcane +6% cold Spell.save +12 (+3 eff.) Heal.mod +30% Cut- +80% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 223 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Disrupt/Master While equipped: dps ---------- Phys.crit +15.0% Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Dmg.mod +9% lightning +9% cold Res.pen +15% cold Apr +13 On Hit (Melee): * 24 arcane resource burn ----- def ----- Armour +8 Defense +35 (+7 eff.) Fatigue +8% Resists +30% lightning +6% temporal +20% blight +6% fire +20% nature +9% acid ---------- misc Stam/turn +1.50 Second Wind: (Instant) Puts all charms on 35 cooldown Level 4.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 155 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. This object's appearance was changed to Nature's Blessing. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Wil +6 Con dps ---------- Dmg.mod +11% mind +15% nature Melee Ret 6 nature 8 lightning ----- def ----- Resists +14% blight +3% cold +6% arcane Spell.save +6 (+1 eff.) HP.reg +14.00 Cut- +10% ---------- misc Light +14 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +36% blight +9% temporal +19% nature +12% cold Crit.chn- 15.00% HP.reg +14.00 Heal.mod +19% Silence- +20% ---------- misc Psi/ret +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to enveloping kruk cloak of protection. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.crit +20.0% Mind.crit +15% Crit.mult +12.00% Phys.pwr +5 (+1 eff.) Dmg.mod +12% light +6% mind ----- def ----- Armour +14 Defense +13 (+3 eff.) Resists +15% mind Phys.save +20 (+7 eff.) ---------- misc Light +3 A belt that goes around your waist. |
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 16% 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 [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 instantly heal yourself for 276 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 218 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. 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 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -760 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1521 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 increase movement speed by 714% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 893% 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 [Ego] Nature When inscribed on your body: Level 1.0 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 increase movement speed by 795% 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. 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 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 622 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. 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 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 43% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 44% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 40% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 42% 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. |
![]() 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 250 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. This item has been sent to the Item's Vault. |
![]() 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 404.46 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. This item has been sent to the Item's Vault. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 [Rare] Nature While equipped: Stats +6 Cun +3 Str dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Defense +30 (+6 eff.) Resists +6% lightning Mind.save +18 (+6 eff.) Blind- +20% ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +5 Str dps ---------- Mind.crit +2% Phys.pwr +20 (+4 eff.) Mind.pwr +20 (+6 eff.) Dmg.mod +3% physical Res.pen +10% blight Apr +3 ----- def ----- Resists +9% blight Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +8 Dex +2 Wil +8 Cun +10 Con dps ---------- Mov.spd +10% On Melee Ret: * 34% chance to reduce strength, dexterity, and constitution by 5 * 31% chance to reduce damage dealt by 26% ----- def ----- Fatigue -6% Resists +15% blight +5% arcane +23% nature +22% lightning Phys.save +12 (+4 eff.) HP.reg +2.00 Poison- +42% Disease- +33% Stun/Frz- +24% ---------- misc Stam/turn +0.70 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+6 eff.) Mind.save +18 (+6 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 347.17 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+3 eff.) Dmg.mod +9% all Melee Ret 34 darkness ----- def ----- Defense +10 (+2 eff.) Resists +30% mind Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Heal.mod +50% Confus- +30% Fear- +30% ---------- misc Light +2 Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +7 Cun +4 Wil dps ---------- Mind.pwr +11 (+3 eff.) ----- def ----- Mind.save +10 (+3 eff.) Confus- +19% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +34% ---------- misc Infravis +8 Sight +2 See.Invis +12 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 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Armour +3 Resists +3% all Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun +4 Dex dps ---------- Dmg.mod +13% nature Res.pen +5% darkness Acc +8 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 26% On Melee Ret: * 32% chance to reduce strength, dexterity, and constitution by 5 * 23% chance to reduce damage dealt by 26% ----- def ----- Resists +26% nature +15% fire HP.reg +2.00 Stun/Frz- +29% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +15 Cun +6 Dex dps ---------- Melee+ 18 physical Ranged+ 8 physical Acc +8 (+2 eff.) On Hit (Melee): * 17% chance to reduce all saves and defense by 32 On Hit (Ranged): * 14% chance to reduce all saves and defense by 32 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 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 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Con dps ---------- Acc +12 (+3 eff.) Apr +11 ----- def ----- Defense +11 (+2 eff.) Phys.save +10 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+13 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 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. |
![]() 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +10% nature +7% blight HP.reg +6.00 Poison- +22% Disease- +19% Stun/Frz- +32% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +20 Str +14 Con dps ---------- Phys.crit +2.0% Crit.mult +20.00% Phys.pwr +15 (+3 eff.) Dmg.mod +6% physical ----- def ----- Armour +20 Resists +6% arcane +9% temporal Max.HP +50.00 Disarm- +50% Pinning- +50% Knockbk- +50% Rings make your fingers look great! |
![]() 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 (+7 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." |
![]() 3.0 T3 longsword 1H weapon [Ego++] Arcane/Psionic Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +5% cold Res.pen +5% cold Sharp, long, and deadly. This item has been sent to the Item's Vault. |
![]() 3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+6 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 45 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +10 (+2 eff.) S.pwr/crit +3 ----- def ----- Resists +7% all Spell.save +17 (+4 eff.) Silence- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Random Unique] Nature/Disrupt While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +10% cold Melee Ret 4 lightning On Hit (Melee): * 10% chance to reduce damage dealt by 26% ----- def ----- Armour +13 Defense +20 (+4 eff.) Fatigue +8% Resists +10% acid +15% darkness +19% blight +10% cold +20% nature Max.HP +76.00 HP.reg +5.00 Heal.mod +19% ---------- misc Breathe water A suit of armour made of leather. |
![]() 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 (+2 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 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 34.59 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. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +10.0% Mind.crit +8% Dmg.mod +6% fire Melee Ret 6 light ----- def ----- Resists +12% light +3% fire ---------- misc Light +3 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Dex +3 Cun +6 Lck ----- def ----- Resists +7% fire +8% cold Stealth +6 ---------- misc T.Disarm +10 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+5 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +14.0% Mind.crit +11% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Psionic While equipped: Stats +6 Str +4 Wil +4 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Phys.save +10 (+3 eff.) Mind.save +12 (+4 eff.) Max.HP +94.00 ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +4 Con dps ---------- Mind.pwr +9 (+3 eff.) ----- def ----- Armour +15 Defense +11 (+2 eff.) Phys.save +18 (+6 eff.) Mind.save +13 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +1 Cun +1 Dex A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +15 (+3 eff.) Acc +5 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +3% light Phys.save +18 (+6 eff.) ---------- misc Light +2 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 [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +6 Cun +5 Con +15 Lck dps ---------- Dmg.mod +6% nature +9% temporal Res.pen +20% nature ----- def ----- Armour +5 Resists +14% lightning +7% temporal +6% nature Phys.save +22 (+7 eff.) Mind.save +21 (+7 eff.) Stealth +10 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Master While equipped: Stats +9 Dex +3 Cun +10 Lck ----- def ----- Armour +5 Stealth +10 Disengage: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Arcane While equipped: dps ---------- Res.pen +14% darkness +15% temporal ----- def ----- Armour +5 Resists +16% darkness +28% temporal Silence- +45% Confus- +44% Stun/Frz- +31% Def/telep +14 Res/telep +14% Dur/telep +22% A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +2 Str +4 Dex +3 Cun +6 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% mind Apr +6 Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 60% On Melee Ret: * 25% chance to reduce strength, dexterity, and constitution by 5 * 24% chance to reduce damage dealt by 26% ----- def ----- Armour +3 Fatigue +3% Resists +6% nature +3% mind A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Nature While equipped: Stats +3 Str +4 Dex +3 Cun +3 Con ----- def ----- Armour +3 Fatigue +3% Resists +7% cold ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +15 Dex +6 Cun +4 Con ----- def ----- Armour +5 Fatigue +5% Resists +6% acid +15% light +6% blight Phys.save +21 (+7 eff.) Silence- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +15% mind +10% arcane +15% light HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 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 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 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 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 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 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 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 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 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 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. |
![]() 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. |
![]() 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. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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.(114 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% mind +9% temporal Res.pen +10% darkness +25% temporal ----- def ----- Resists +9% blight +6% temporal +9% mind +6% darkness HP.reg +9.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +10 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +8 (+2 eff.) Dmg.mod +8% mind ---------- misc Light +4 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 4.0 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 7.10 cold damage and 7.16 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. |
![]() 3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 19.99 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 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. |
![]() 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 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 624.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Dex +4 Con dps ---------- Acc +20 (+5 eff.) ----- def ----- Defense +15 (+3 eff.) Die.at -60.00 life Blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 49. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% blight Res.pen +15% blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% darkness +12% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Sting an enemy dealing 706 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 44% for 2 turns. 100% to increase all damage penetration by 26% for 2 turns. 100% to gain a 33% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Defense +20 (+4 eff.) Resists +15% lightning Crit.chn- 15.00% Cut- +20% Teleport- +20% ---------- misc Mana/turn +0.12 Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1030 Base Damage: 415 Armor: 33 All Resist: 35 Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 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 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 60% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +20 Wil dps ---------- Res.pen +10% nature +10% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 32 ----- def ----- Armour +5 Fatigue +5% Resists +21% acid +20% light +20% darkness +15% cold +45% blight +15% fire +9% nature +15% lightning Mind.save +30 (+10 eff.) A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun dps ---------- Res.pen +20% darkness +5% mind Melee Ret 8 darkness 4 mind ----- def ----- Armour +11 Fatigue +5% Resists +3% light +13% cold +34% mind +15% fire Mind.save +21 (+7 eff.) Confus- +50% ---------- misc Stam/ret +2.20 Equi/ret +3.00 Max.psi +30.00 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 Facemelter the Cornac Brawler level 25
59th Haze 122nd year of Ascendancy at 07:44 see stats
By Facemelter the Cornac Brawler level 25
59th Haze 122nd year of Ascendancy at 08:34 see stats
By Facemelter the Cornac Brawler level 45
50th Pyre 124th year of Ascendancy at 13:28 see stats
By Facemelter the Cornac Brawler level 25
54th Haze 122nd year of Ascendancy at 07:14 see stats
By Facemelter the Cornac Brawler level 18
54th Dusk 122nd year of Ascendancy at 14:48 see stats
By Facemelter the Cornac Brawler level 36
78th Pyre 123rd year of Ascendancy at 05:13 see stats
By Facemelter the Cornac Brawler level 37
64th Dusk 123rd year of Ascendancy at 10:10 see stats
By Facemelter the Cornac Brawler level 42
53rd Haze 123rd year of Ascendancy at 12:33 see stats
By Facemelter the Cornac Brawler level 50
75th Pyre 125th year of Ascendancy at 07:17 see stats
By Facemelter the Cornac Brawler level 35
75th Pyre 123rd year of Ascendancy at 23:46 see stats
By Facemelter the Cornac Brawler level 50
2nd Summertide 125th year of Ascendancy at 18:33 see stats
By Facemelter the Cornac Brawler level 47
3rd Summertide 124th year of Ascendancy at 21:54 see stats
By Facemelter the Cornac Brawler level 20
25th Haze 122nd year of Ascendancy at 00:31 see stats
By Facemelter the Cornac Brawler level 47
10th Dusk 124th year of Ascendancy at 12:37 see stats
By Facemelter the Cornac Brawler level 43
31st Pyre 124th year of Ascendancy at 18:45 see stats
By Facemelter the Cornac Brawler level 34
68th Pyre 123rd year of Ascendancy at 01:17 see stats
By Facemelter the Cornac Brawler level 50
2nd Summertide 125th year of Ascendancy at 06:53 see stats
By Facemelter the Cornac Brawler level 50
8th Mirth 125th year of Ascendancy at 17:35 see stats
By Facemelter the Cornac Brawler level 19
14th Haze 122nd year of Ascendancy at 14:30 see stats
By Facemelter the Cornac Brawler level 50
1st Flare 125th year of Ascendancy at 10:35 see stats
By Facemelter the Cornac Brawler level 18
13rd Haze 122nd year of Ascendancy at 20:36 see stats
By Facemelter the Cornac Brawler level 20
30th Haze 122nd year of Ascendancy at 20:30 see stats
By Facemelter the Cornac Brawler level 50
74th Pyre 125th year of Ascendancy at 07:22 see stats
By Facemelter the Cornac Brawler level 50
75th Pyre 125th year of Ascendancy at 23:59 see stats
By Facemelter the Cornac Brawler level 48
13rd Dusk 124th year of Ascendancy at 04:52 see stats
By Facemelter the Cornac Brawler level 16
42nd Dusk 122nd year of Ascendancy at 16:37 see stats
By Facemelter the Cornac Brawler level 39
64th Dusk 123rd year of Ascendancy at 19:03 see stats
By Facemelter the Cornac Brawler level 49
24th Dusk 124th year of Ascendancy at 06:58 see stats
By Facemelter the Cornac Brawler level 32
71st Regrowth 123rd year of Ascendancy at 17:23 see stats
By Facemelter the Cornac Brawler level 10
4th Mirth 122nd year of Ascendancy at 06:01 see stats
By Facemelter the Cornac Brawler level 20
14th Haze 122nd year of Ascendancy at 15:14 see stats
By Facemelter the Cornac Brawler level 30
55th Regrowth 123rd year of Ascendancy at 12:46 see stats
By Facemelter the Cornac Brawler level 40
75th Dusk 123rd year of Ascendancy at 17:50 see stats
By Facemelter the Cornac Brawler level 50
25th Dusk 124th year of Ascendancy at 06:56 see stats
By Facemelter the Cornac Brawler level 50
2nd Regrowth 125th year of Ascendancy at 11:20 see stats
By Facemelter the Cornac Brawler level 50
4th Allure 125th year of Ascendancy at 14:14 see stats
By Facemelter the Cornac Brawler level 46
75th Pyre 124th year of Ascendancy at 19:03 see stats
By Facemelter the Cornac Brawler level 18
61st Dusk 122nd year of Ascendancy at 13:43 see stats
By Facemelter the Cornac Brawler level 28
70th Haze 122nd year of Ascendancy at 11:37 see stats
By Facemelter the Cornac Brawler level 46
78th Pyre 124th year of Ascendancy at 12:26 see stats
By Facemelter the Cornac Brawler level 32
11st Pyre 123rd year of Ascendancy at 21:39 see stats
By Facemelter the Cornac Brawler level 35
68th Pyre 123rd year of Ascendancy at 05:38 see stats
By Facemelter the Cornac Brawler level 50
1st Flare 125th year of Ascendancy at 10:35 see stats
By Facemelter the Cornac Brawler level 20
38th Haze 122nd year of Ascendancy at 17:48 see stats
By Facemelter the Cornac Brawler level 16
42nd Dusk 122nd year of Ascendancy at 12:27 see stats
By Facemelter the Cornac Brawler level 7
78th Pyre 122nd year of Ascendancy at 05:08 see stats
By Facemelter the Cornac Brawler level 50
25th Dusk 124th year of Ascendancy at 20:41 see stats
By Facemelter the Cornac Brawler level 19
14th Haze 122nd year of Ascendancy at 04:18 see stats
By Facemelter the Cornac Brawler level 28
10th Decay 122nd year of Ascendancy at 06:45 see stats
By Facemelter the Cornac Brawler level 50
1st Flare 125th year of Ascendancy at 10:35 see stats
By Facemelter the Cornac Brawler level 12
7th Mirth 122nd year of Ascendancy at 19:50 see stats
By Facemelter the Cornac Brawler level 32
11st Pyre 123rd year of Ascendancy at 12:31 see stats
By Facemelter the Cornac Brawler level 40
3rd Haze 123rd year of Ascendancy at 16:11 see stats
By Facemelter the Cornac Brawler level 28
9th Decay 122nd year of Ascendancy at 10:30 see stats
By Facemelter the Cornac Brawler level 26
68th Haze 122nd year of Ascendancy at 11:25 see stats
By Facemelter the Cornac Brawler level 16
42nd Dusk 122nd year of Ascendancy at 18:36 see stats
By Facemelter the Cornac Brawler level 49
24th Dusk 124th year of Ascendancy at 23:18 see stats
By Facemelter the Cornac Brawler level 23
53rd Haze 122nd year of Ascendancy at 08:49 see stats
By Facemelter the Cornac Brawler level 50
73rd Pyre 125th year of Ascendancy at 12:16 see stats
Log
Talent Vitality is ready to use.
Talent Axe Kick is ready to use.
Atamathon the Giant Golem casts Rune: Stormshield.
Atamathon the Giant Golem summons a storm to protect them!
Atamathon the Giant Golem says: 'siege_defense: monolith terror stable. '
Facemelter uses Infusion: Healing.
Facemelter gains 14% of a turn from Ancestral Life.
Facemelter receives 630 healing from Infusion: Healing.
Facemelter raises their leg and snaps it downward in a devastating axe kick.
Facemelter performs a melee critical strike against Atamathon the Giant Golem!
Facemelter performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem resists the effect 'Numbing Darkness'!
Atamathon the Giant Golem's brain isn't quite working right!
Facemelter hits Atamathon the Giant Golem for (144 stormshielded), 0 physical, (79 stormshielded), 0 physical, 0 arcane, 0 arcane, 0 arcane, 0 arcane (0 total damage).
Melee retaliation hits Facemelter for 148 fire, 148 fire (296 total damage).
Atamathon the Giant Golem misses Facemelter.
Atamathon the Giant Golem has been set up!
Facemelter performs a melee critical strike against Atamathon the Giant Golem!
Facemelter performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem shrugs off the effect 'Numbing Darkness'!
Atamathon the Giant Golem is weakened by the darkness!
Facemelter throws Atamathon the Giant Golem to the ground!
Atamathon the Giant Golem shrugs off the effect 'Dazed'!
Facemelter hits Atamathon the Giant Golem for (68 stormshielded), 0 physical, (63 stormshielded), 0 physical, 0 arcane, 0 arcane, 0 arcane, 0 arcane (0 total damage).
Melee retaliation hits Facemelter for 148 fire, 110 fire (258 total damage).
Atamathon the Giant Golem has regained its confidence.
Facemelter's manaburn arcane area effect hits Atamathon the Giant Golem for 0 arcane damage.
Atamathon the Giant Golem hits Facemelter for 105 fire, 109 light, 281 physical (495 total damage).
Facemelter the level 50 cornac brawler was bludgeoned to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.