











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Doomed |
Level / Exp | 50 / 6095% |
Size | medium |
Lifes / Deaths | Killed by greater multi-hued wyrm at level 20 on the 70th Haze 122nd year of Ascendancy at 14:45 2 / 6Killed by Mirror Challenge of DOOOOOOMED at level 50 on the 14th Dusk 124th year of Ascendancy at 11:11 Killed by Mirror Challenge of DOOOOOOMED at level 50 on the 14th Dusk 124th year of Ascendancy at 14:28 Killed by DOOOOOOMED's Inner Demon at level 50 on the 54th Dusk 124th year of Ascendancy at 04:16 Killed by fire drake at level 50 on the 62nd Dusk 124th year of Ascendancy at 15:59 Killed by DOOOOOOMED at level 50 on the 62nd Dusk 124th year of Ascendancy at 16:05 |
Antimagic | Follower |
Primary Stats
Strength | 37 (base 10) |
Dexterity | 70.000000000001 (base 38) |
Constitution | 70.000000000001 (base 60) |
Magic | 19 (base 10) |
Willpower | 107 (base 60) |
Cunning | 106 (base 60) |
Resources
Life | 1338/1338 |
Hate | 108/108 |
Equilibrium | 0 |
Healing Factor | 1.3772792565118 |
Regeneration | 0.34431981412795 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 11.178516483155 |
Infravision | 11 |
See Invisible | 34.000000000001 |
Offense: Mainhand
Damage | 96 |
Accuracy | 61 |
Crit Chance | 42% |
APR | 44 |
Speed | 1.00 |
Offense: Offhand
Damage | 111 |
Accuracy | 61 |
Crit Chance | 42% |
APR | 52 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 94 |
Crit Chance | 81% |
Speed | 1 |
Offense: Damage Bonus
Light | +18% |
Mind | +74% |
Nature | +16% |
Physical | +35% |
Cold | +18% |
All | +9% |
Offense: Damage Penetration
Cold | +71% |
Acid | +51% |
Mind | +86% |
All | +31% |
Defense: Base
Armour (hardiness) | 16 (68.304188961773%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 65 |
Spell Save | 40 |
Mental Save | 66 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 49%( 70%) |
Physical | + 35%( 70%) |
Cold | + 35%( 70%) |
All | + 35%( 70%) |
Lightning | + 39%( 70%) |
Light | + 47%( 70%) |
Temporal | + 37%( 70%) |
Mind | + 58%( 80%) |
Darkness | + 57%( 70%) |
Fire | + 35%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Disarm Resistance | 43% |
Confusion Resistance | 100% |
Fear Resistance | 18% |
Knockback Resistance | 18% |
Instadeath Resistance | 100% |
Blind Resistance | 34% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1023% 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: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 physical effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Punishments | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / One with shadows | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Fears | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Cursed / Force of will | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 2/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 failed to protect the lone alchemist from death by ghoulking. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (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 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 101): PacifistYou completed the challenge and received: +1 Category Point and +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 338 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 103): Rush Hour (338)Turns left: 220 You completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 290 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 104): Rush Hour (290)Turns left: 128 You completed the challenge and received: Random Artifact: Kinetic Focus (Madness) (6-7 power, 18 apr, physical damage) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 105): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 106): ExterminatorYou completed the challenge and received: Random Artifact: Sunprophet (Shrouds) (15 def, 4 armour) | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 107): Headhunter3 / 3 demon spawn killed. You completed the challenge and received: +1 Category Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 76): Mirror MatchYou completed the challenge and received: Random Artifact: Eilinulrarin (Nightmares) (0 def, 5 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 77): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 78): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 509 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 79): Rush Hour (509)Turns left: 157 You completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 164 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 80): Rush Hour (164)Turns left: 95 You completed the challenge and received: Random Artifact: Rotwoe | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 82): Near SightedYou completed the challenge and received: +1 Prodigy Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 83): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 84): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 85): Mirror MatchYou completed the challenge and received: Random Artifact: Xanurita (Madness) (25-30 power, 5 apr, arcane element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 88): ExterminatorYou completed the challenge and received: Random Artifact: Rainbane (Madness) (40-55 power, 5 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 91): ExterminatorYou completed the challenge and received: Random Artifact: Rainkiller (Nightmares) (0 def, 5 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 93): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 95): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 392 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 98): Rush Hour (392)Turns left: 270 You completed the challenge and received: Random Artifact: Taintgore (Nightmares) (14-20 power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 99): Exterminator | failed |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1313. | 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, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Marus of Elvala has completed an elixir of mysticism 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 mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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* 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 | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Changes stats: +4 Cun / +3 Wil Physical save: +9 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +6 (+2 eff.) Activating this item is instant. Curse of Corpses It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 45 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 20 On weapon hit: * 20% chance to reduce all saves and defense by 48 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 170 physical damage * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Travel speed: +200% Damage (radius 1) on hit: +16 mind Damage (radius 2) on crit: +4 mind Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +9 Str / +15 Dex / +5 Wil Changes resistances penetration: +25% cold / +11% all Changes damage: +39% mind Maximum hate: +8.00 Light radius: +10 See invisible: +21 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+7 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 Curse of Corpses It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Physical power: +15 (+4 eff.) Armour: +3 Defense: +20 (+5 eff.) Changes stats: +2 Con Changes resistances penetration: +15% cold Critical mult.: +20.00% Physical save: +19 (+5 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +43% Stamina each turn: +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +10% mind Changes damage: +9% light Psi when hit: +0.04 Mindpower: +15 (+3 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 302 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 39% for 2 turns. * Increase the duration of 1 beneficial effects by 2. * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Madness The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +30 (+8 eff.) Damage when hit (Melee): 8 cold Changes resistances: +21% darkness Changes damage: +18% physical Physical save: +29 (+7 eff.) Spell save: +8 (+3 eff.) Mental save: +9 (+3 eff.) Equilibrium when hit: +0.16 Maximum stamina: +40.00 Maximum psi: +50.00 Mental crit. chance: +8% Curse of Corpses Rings make your fingers look great! |
Around neck | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil Mental save: +13 (+4 eff.) Blindness immunity: +34% Confusion immunity: +15% Mindpower: +13 (+2 eff.) Infravision radius: +6 Sight radius: +2 See invisible: +13 Amulets make your neck look great! |
In main hand | ![]() Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +2 Con Changes resistances: +9% blight Changes damage: +7% nature / +9% cold Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 10.00% Disease immunity: +13% Hate when firing a critical mind attack: +4.00 Mindpower: +38 (+7 eff.) Mental crit. chance: +4% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes stats: +5 Cun / +9 Wil Changes resistances: +6% lightning / +3% temporal / +3% light / +6% blight / +3% nature Damage against: +26% Summoned Reduced damage from: +29% Summoned Critical mult.: +14.00% Mental save: +8 (+2 eff.) Maximum life: +65.00 Curse of Nightmares A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Corpses It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 2.5 Power cost: 60 out of 60/60. Range: 4 Travel Speed: 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 88 (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. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +3 Dex Changes resistances: +15% light / +12% darkness Changes resistances penetration: +15% mind / +20% acid Changes damage: +6% mind Mindpower: +15 (+3 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Cursed Bolt (8% chance level 2). Talent on hit(mindpower): Waking Nightmare (8% chance level 2). Curse of Misfortune This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 156.78 physical damage and 269.43 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() shielding rune (absorb 419; dur 8; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 419 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 77% Damage when hit (Melee): 4 acid / 6 nature Changes resistances: +18% acid / +15% cold / +26% light / +26% darkness Changes resistances penetration: +25% acid / +15% cold / +10% nature Changes damage: +3% acid / +9% cold / +6% nature Blindness immunity: +104% Infravision radius: +18 Sight radius: +4 See invisible: +26 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Cut immunity: +50% Life regen: +1.00 Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 4.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 640 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() savior's steel amulet of soulsearing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes damage: +8% blight / +9% fire Critical mult.: +12.00% Physical save: +16 (+4 eff.) Spell save: +16 (+6 eff.) Mental save: +16 (+4 eff.) Spellpower: +9 (+5 eff.) Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 29% chance to reduce armor by 21% Damage when hit (Melee): 12 blight Changes stats: +7 Cun / +13 Mag Changes resistances: +53% acid Changes damage: +28% acid Critical mult.: +28.84% Mana each turn: +0.28 Vim when firing critical spell: +2.88 Damage Shield penetration: +40% Defense after a teleport: +22 Resist all after a teleport: +22% New effects duration reduction after a teleport: +22% Curse of Misfortune Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Madness It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Con Changes resistances: +28% acid Changes damage: +14% acid Spell save: +16 (+6 eff.) Maximum stamina: +27.00 Curse of Corpses Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Madness Rings make your fingers look great! |
![]() hateful voratun battleaxe of crippling (Misfortune) (58-88 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +28 darkness Damage against: +28% Living When wielded/worn: Physical crit. chance: +20.0% Curse of Misfortune Massive two-handed battleaxes. |
![]() stralite dagger (Madness) (29-38 power, 9 apr) Requires: - Dexterity 35 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Curse of Madness Sharp, short and deadly. |
![]() blazebringer's voratun greatmaul (Corpses) (70-105 power, 4 apr) Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +125 fire When wielded/worn: Changes resistances penetration: +35% fire Global speed: +11% Curse of Corpses Massive two-handed mauls. |
![]() quick voratun greatsword (Corpses) (60-97 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +34 (+10 eff.) Changes stats: +9 Dex Combat speed: +10% Curse of Corpses Massive two-handed swords. |
![]() Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +12 lightning / +21 cold / +16 arcane Damage (radius 1) on hit: +20 lightning When wielded/worn: Changes resistances penetration: +20% blight Changes damage: +20% cold Maximum mana: +80.00 Curse of Nightmares Longbows are used to shoot arrows at your foes. |
![]() Blastprophet (Shrouds) (14-20 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 When wielded/worn: Accuracy: +40 (+11 eff.) Armour: +6 Effects on melee hit: * 29% chance to reduce damage dealt by 38% Damage when hit (Melee): 15 lightning Changes resistances: +12% temporal / +6% physical Changes damage: +12% physical Mana each turn: +0.12 Only die when reaching: -117.03 life Spell crit. chance: +4% Damage Shield penetration: +44% Curse of Shrouds Blunt and deadly. |
![]() truestriking iron mace of massacre (Misfortune) (21-29 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Curse of Misfortune Blunt and deadly. |
![]() truestriking iron mace of massacre (Shrouds) (20-29 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Curse of Shrouds Blunt and deadly. |
![]() drakeskin leather sling 'Vilepiercer' (Corpses) Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +16 acid Damage (radius 2) on crit: +8 nature / +67 fire When wielded/worn: Accuracy: +25 (+8 eff.) Armour penetration: +15 Physical power: +15 (+4 eff.) Damage when hit (Melee): 4 acid Changes stats: +7 Str Changes resistances: +12% nature Changes resistances penetration: +24% fire / +37% nature / +15% all Light radius: +4 Global speed: +8% Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
![]() stormbringer's hardened leather sling of piercing (Corpses) Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +27 lightning / +25 cold When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +10 Changes resistances penetration: +17% lightning / +17% cold / +11% all Movement speed: +36% Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+23 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to 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 Activation costs 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." |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Defense: +15 (+4 eff.) Damage (Melee): 45 arcane Damage when hit (Melee): 2 mind Changes stats: +6 Mag / +10 Cun / +10 Con Changes resistances: +3% fire Changes resistances penetration: +15% physical Changes damage: +9% mind / +30% fire Talent granted: +1 Command Staff Critical mult.: +30.00% Physical save: +6 (+2 eff.) Mental save: +12 (+3 eff.) N.Energy each turn: +0.20 Vim when firing critical spell: +8.00 Only die when reaching: -100.00 life Maximum mana: +103.00 Maximum stamina: +30.00 Maximum vim: +46.00 Maximum neg.energy: +35.00 Spellpower: +25 (+13 eff.) Spell crit. chance: +5% Light radius: +5 Curse of Corpses It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 91.77 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. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+20 eff.) Spell crit. chance: +25% Curse of Nightmares Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() Shiverwalker the yew magestaff (Corpses) (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +12 Mag Changes resistances penetration: +37% blight / +22% cold Changes damage: +20% lightning / +30% cold / +21% blight Talent granted: +1 Command Staff Physical save: +11 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Mana each turn: +0.40 Mana when firing critical spell: +2.93 Vim when firing critical spell: +2.93 Maximum pos.energy: +29.26 Maximum neg.energy: +29.26 Spellpower: +9 (+5 eff.) Spell crit. chance: +9% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() ash vilestaff 'Tureharadur' (Shrouds) (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Mag / +5 Cun / +5 Con Changes resistances: +4% physical Changes damage: +15% blight / +15% fire / +15% darkness / +15% acid Talent granted: +1 Command Staff Critical mult.: +17.00% Physical save: +9 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Mana each turn: +0.08 N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Only die when reaching: -60.00 life Maximum vim: +32.00 Maximum neg.energy: +32.00 Spellpower: +13 (+7 eff.) Spell crit. chance: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() cruel dragonbone starstaff of the prodigy (Misfortune) (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +18 Mag / +20 Wil / +20 Cun Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +15 (+8 eff.) Spell crit. chance: +20% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() cruel elven-wood starstaff of channeling (Madness) (25-30 power, 5 apr, temporal element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% temporal Talent granted: +1 Command Staff Critical mult.: +18.00% Mana each turn: +0.50 Spellpower: +28 (+14 eff.) Spell crit. chance: +17% Curse of Madness It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +16 Mag / +10 Cun / +8 Con Changes resistances penetration: +15% arcane / +21% mind Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Critical mult.: +30.00% Spell save: +6 (+2 eff.) Mana each turn: +0.36 N.Energy each turn: +0.20 Vim when firing critical spell: +5.00 Maximum mana: +94.00 Maximum vim: +80.00 Maximum neg.energy: +41.00 Spellpower: +26 (+13 eff.) Spell crit. chance: +7% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone starstaff of breaching (Misfortune) (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% light Changes damage: +30% light Talent granted: +1 Command Staff Spellpower: +15 (+8 eff.) Spell crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() earthen elm starstaff of might (Madness) (10-12 power, 2 apr, temporal element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +4% Changes damage: +10% temporal Talent granted: +1 Command Staff Physical save: +4 (+1 eff.) Spellpower: +3 (+2 eff.) Spell crit. chance: +8% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() steel waraxe of evisceration (Corpses) (13-18 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+2 eff.) Curse of Corpses One-handed war axes. |
![]() stralite waraxe 'Infernorupture' (Madness) (30-41 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +17 light Damage against: +23% Undead When wielded/worn: Damage when hit (Melee): 15 fire Changes damage: +44% arcane Critical mult.: +29.26% Mana when firing critical spell: +2.93 Spellpower on spell critical (stacks up to 3 times): +15 Spell crit. chance: +12% Curse of Madness One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 19% chance to slow global speed by 77% * 25% chance to reduce all saves and defense by 48 Damage (Melee): +24 mind When wielded/worn: Changes stats: +13 Str / +12 Dex / +8 Mag / +16 Wil / +17 Cun / +11 Con Changes resistances: +6% fire / +5% arcane / +12% temporal Critical mult.: +10.00% Curse of Corpses One-handed war axes. |
![]() reinforced hardened leather belt of dampening (Nightmares) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +11 Defense: +11 (+3 eff.) Changes resistances: +8% acid / +8% fire / +8% lightning / +8% cold Physical save: +19 (+5 eff.) Curse of Nightmares A belt that goes around your waist. |
![]() linen cloak 'Glintbone' (Corpses) (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +6 Cun / +2 Con Changes resistances: +21% light Changes resistances penetration: +37% mind / +35% light Maximum hate: +10.00 Mindpower: +25 (+5 eff.) Mental crit. chance: +6% Light radius: +4 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() spellcowled elven-silk cloak of mindcraft (Misfortune) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +12 Wil / +6 Cun Spell save: +10 (+4 eff.) Maximum mana: +80.00 Mental crit. chance: +8% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +13% darkness / +21% nature / +12% mind / +11% all Changes damage: +14% nature Physical save: +13 (+3 eff.) Spell save: +13 (+5 eff.) Mental save: +26 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 27% chance to slow global speed by 77% * 10% chance to reduce all saves and defense by 48 Changes stats: +18 Wil / +5 Cun / +12 Con Changes resistances: +12% light / +3% nature Changes resistances penetration: +5% nature / +20% physical / +15% light / +30% mind Changes damage: +9% light / +15% nature / +9% mind Physical save: +15 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +15 (+4 eff.) Mindpower: +17 (+3 eff.) Light radius: +4 Curse of Nightmares It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() stone warden's drakeskin leather gloves of war-making (Corpses) (0 def, 23 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +18.0% Armour: +23 Armour Hardiness: +15% Changes stats: +15 Con Changes resistances: +11% physical Critical mult.: +12.00% Spell crit. chance: +20% Mental crit. chance: +17% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Phlegmnoon (Misfortune) (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Fatigue: +5% Changes stats: +7 Mag / +5 Cun / +8 Lck Changes resistances: +27% nature Changes resistances penetration: +25% acid / +37% nature Changes damage: +12% nature Reduces incoming crit damage: 21.94% Spell crit. chance: +3% Mental crit. chance: +4% Light radius: +4 Infravision radius: +4 See invisible: +12 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) Curse of Nightmares It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 4.5 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 69.60 mind and 43.60 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 42% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 42. Terrified: Deals 17.40 mind and 10.90 darkness damage per turn and increases cooldowns by 64%. Haunted: Causes the target to suffer 26.99 mind and 16.91 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() bladed drakeskin leather cap of fortune (Madness) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Changes stats: +17 Lck / +12 Str Spell crit. chance: +8% Mental crit. chance: +8% Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 231.6 Physical damage. If the attack hits, the target is confused (42% effect) for 6 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. |
![]() dwarven-steel mail armour of Eyal (Corpses) (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Life regen: +7.00 Maximum life: +56.00 Healing mod.: +16% Curse of Corpses A suit of armour made of mail. |
![]() radiant stralite mail armour of Eyal (Nightmares) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +5 Wil Changes resistances: +26% blight / +26% darkness Life regen: +9.00 Maximum life: +66.00 Light radius: +2 Healing mod.: +18% Curse of Nightmares A suit of armour made of mail. |
![]() voratun mail armour of command (Shrouds) (16 def, 20 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +16 (+4 eff.) Fatigue: +12% Changes stats: +6 Cun Mental save: +25 (+7 eff.) Curse of Shrouds A suit of armour made of mail. |
![]() Shineclash the steel plate armour (Nightmares) (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour penetration: +8 Armour: +9 Fatigue: +22% Changes stats: +4 Str / +5 Dex Changes resistances: +7% arcane / +7% physical Changes resistances penetration: +35% physical Changes damage: +21% physical / +15% fire Physical save: +16 (+4 eff.) Spell save: +26 (+9 eff.) Knockback immunity: +29% Life regen: +5.85 Light radius: +4 Curse of Nightmares A suit of armour made of metal plates. |
![]() mummy wrappings of the mountain (-25%) (Corpses) (5 def, 2 armour) Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +9 Mag Changes resistances: +24% physical / -25% fire Changes damage: +24% physical / +15% cold / +15% arcane / +15% darkness Spellpower: +13 (+7 eff.) Curse of Corpses Decaying mummy wrappings. |
![]() Urthodig the Tidetaint (16/16, 46-64 power, 14 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.5 - 63.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +13.5% Capacity: 16 Travel speed: +293% Damage (Ranged): +29 mind / +64 cold Damage (radius 2) on crit: +29 mind / +14 cold When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+3 eff.) Effects on melee hit: * 26% chance to reduce armor by 21% Changes stats: +3 Str Changes resistances: +10% darkness / +10% fire Changes damage: +6% mind Critical mult.: +20.00% Maximum hate: +4.00 Maximum psi: +30.00 Mindpower: +39 (+7 eff.) Mental crit. chance: +6% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(155 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(155 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() void-walker's alchemist's lamp Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% cold / +8% temporal Light radius: +4 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 320.16 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour: +2 Changes resistances: +6% darkness / +12% light Changes resistances penetration: +10% mind Physical save: +18 (+5 eff.) Cut immunity: +20% Life regen: +4.00 Mindpower: +20 (+4 eff.) It can be used to blast the opponent's mind dealing 827 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Turodor the Cinderwolf [power 218] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 29% chance to slow global speed by 77% Changes resistances: +30% acid / +21% temporal / +29% darkness / +12% fire / +7% arcane / +21% nature Changes resistances penetration: +25% acid Changes damage: +9% acid Spell save: +12 (+4 eff.) It can be used to sting an enemy dealing 253 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 22% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() ash totem of summon tentacle [power 185] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 523 Base Damage: 216 Armor: 20 All Resist: 12 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() quick yew wand of lightning storm [power 218] (11 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 47 lightning damage and will be dazed for 1 turn (237 total damage) Activation puts all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By DOOOOOOMED the Thalore Doomed level 30
56th Pyre 123rd year of Ascendancy at 13:35 see stats
By DOOOOOOMED the Thalore Doomed level 44
9th Decay 123rd year of Ascendancy at 13:14 see stats
By DOOOOOOMED the Thalore Doomed level 16
52nd Haze 122nd year of Ascendancy at 07:18 see stats
By DOOOOOOMED the Thalore Doomed level 50
29th Regrowth 124th year of Ascendancy at 01:25 see stats
By DOOOOOOMED the Thalore Doomed level 50
33rd Regrowth 124th year of Ascendancy at 16:26 see stats
By DOOOOOOMED the Thalore Doomed level 50
70th Regrowth 124th year of Ascendancy at 03:30 see stats
By DOOOOOOMED the Thalore Doomed level 36
77th Dusk 123rd year of Ascendancy at 02:04 see stats
By DOOOOOOMED the Thalore Doomed level 30
5th Flare 123rd year of Ascendancy at 07:39 see stats
By DOOOOOOMED the Thalore Doomed level 31
26th Dusk 123rd year of Ascendancy at 05:04 see stats
By DOOOOOOMED the Thalore Doomed level 42
72nd Haze 123rd year of Ascendancy at 11:53 see stats
By DOOOOOOMED the Thalore Doomed level 12
69th Dusk 122nd year of Ascendancy at 03:47 see stats
By DOOOOOOMED the Thalore Doomed level 35
52nd Dusk 123rd year of Ascendancy at 18:21 see stats
By DOOOOOOMED the Thalore Doomed level 44
9th Decay 123rd year of Ascendancy at 07:10 see stats
By DOOOOOOMED the Thalore Doomed level 32
29th Dusk 123rd year of Ascendancy at 02:31 see stats
By DOOOOOOMED the Thalore Doomed level 39
59th Haze 123rd year of Ascendancy at 11:49 see stats
By DOOOOOOMED the Thalore Doomed level 17
65th Haze 122nd year of Ascendancy at 11:45 see stats
By DOOOOOOMED the Thalore Doomed level 50
21st Pyre 124th year of Ascendancy at 06:05 see stats
By DOOOOOOMED the Thalore Doomed level 18
67th Haze 122nd year of Ascendancy at 01:13 see stats
By DOOOOOOMED the Thalore Doomed level 25
25th Pyre 123rd year of Ascendancy at 11:03 see stats
By DOOOOOOMED the Thalore Doomed level 26
37th Pyre 123rd year of Ascendancy at 02:06 see stats
By DOOOOOOMED the Thalore Doomed level 50
9th Pyre 124th year of Ascendancy at 15:20 see stats
By DOOOOOOMED the Thalore Doomed level 50
79th Regrowth 124th year of Ascendancy at 16:05 see stats
By DOOOOOOMED the Thalore Doomed level 50
1st Summertide 124th year of Ascendancy at 07:37 see stats
By DOOOOOOMED the Thalore Doomed level 30
15th Dusk 123rd year of Ascendancy at 00:28 see stats
By DOOOOOOMED the Thalore Doomed level 50
33rd Regrowth 124th year of Ascendancy at 20:37 see stats
By DOOOOOOMED the Thalore Doomed level 50
50th Dusk 124th year of Ascendancy at 22:41 see stats
By DOOOOOOMED the Thalore Doomed level 50
7th Dusk 124th year of Ascendancy at 00:19 see stats
By DOOOOOOMED the Thalore Doomed level 50
24th Dusk 124th year of Ascendancy at 03:21 see stats
By DOOOOOOMED the Thalore Doomed level 43
8th Decay 123rd year of Ascendancy at 14:31 see stats
By DOOOOOOMED the Thalore Doomed level 10
17th Dusk 122nd year of Ascendancy at 07:12 see stats
By DOOOOOOMED the Thalore Doomed level 20
69th Haze 122nd year of Ascendancy at 17:35 see stats
By DOOOOOOMED the Thalore Doomed level 30
46th Pyre 123rd year of Ascendancy at 20:33 see stats
By DOOOOOOMED the Thalore Doomed level 40
59th Haze 123rd year of Ascendancy at 13:29 see stats
By DOOOOOOMED the Thalore Doomed level 50
22nd Regrowth 124th year of Ascendancy at 14:02 see stats
By DOOOOOOMED the Thalore Doomed level 49
21st Regrowth 124th year of Ascendancy at 12:45 see stats
By DOOOOOOMED the Thalore Doomed level 50
30th Dusk 124th year of Ascendancy at 05:09 see stats
By DOOOOOOMED the Thalore Doomed level 46
8th Allure 124th year of Ascendancy at 01:15 see stats
By DOOOOOOMED the Thalore Doomed level 22
7th Regrowth 123rd year of Ascendancy at 12:58 see stats
By DOOOOOOMED the Thalore Doomed level 33
43rd Dusk 123rd year of Ascendancy at 07:22 see stats
By DOOOOOOMED the Thalore Doomed level 34
51st Dusk 123rd year of Ascendancy at 23:22 see stats
By DOOOOOOMED the Thalore Doomed level 36
22nd Haze 123rd year of Ascendancy at 17:51 see stats
By DOOOOOOMED the Thalore Doomed level 25
53rd Regrowth 123rd year of Ascendancy at 05:13 see stats
By DOOOOOOMED the Thalore Doomed level 35
52nd Dusk 123rd year of Ascendancy at 22:04 see stats
By DOOOOOOMED the Thalore Doomed level 50
21st Pyre 124th year of Ascendancy at 06:04 see stats
By DOOOOOOMED the Thalore Doomed level 50
10th Flare 124th year of Ascendancy at 05:39 see stats
By DOOOOOOMED the Thalore Doomed level 12
74th Dusk 122nd year of Ascendancy at 05:33 see stats
By DOOOOOOMED the Thalore Doomed level 41
61st Haze 123rd year of Ascendancy at 06:05 see stats
By DOOOOOOMED the Thalore Doomed level 24
38th Regrowth 123rd year of Ascendancy at 10:18 see stats
By DOOOOOOMED the Thalore Doomed level 50
21st Pyre 124th year of Ascendancy at 06:05 see stats
By DOOOOOOMED the Thalore Doomed level 42
4th Decay 123rd year of Ascendancy at 00:33 see stats
By DOOOOOOMED the Thalore Doomed level 16
8th Haze 122nd year of Ascendancy at 21:58 see stats
By DOOOOOOMED the Thalore Doomed level 50
54th Regrowth 124th year of Ascendancy at 09:05 see stats
By DOOOOOOMED the Thalore Doomed level 24
37th Regrowth 123rd year of Ascendancy at 16:17 see stats
By DOOOOOOMED the Thalore Doomed level 31
25th Dusk 123rd year of Ascendancy at 15:15 see stats
By DOOOOOOMED the Thalore Doomed level 20
70th Haze 122nd year of Ascendancy at 09:21 see stats
By DOOOOOOMED the Thalore Doomed level 50
62nd Dusk 124th year of Ascendancy at 16:05 see stats
By DOOOOOOMED the Thalore Doomed level 29
46th Pyre 123rd year of Ascendancy at 20:33 see stats
Log
Shadow fades!
You have deflected 167 incoming damage!
Shadow resists!
Shadow resists!
Fire drake hits Shadow for 2126 physical damage.
Fire drake hits Shadow for 0 physical damage.
Fire drake hits DOOOOOOMED for (167 deflected), 2007 physical (2007 total damage).
Fire drake hits Shadow for 0 physical damage.
Waking Nightmare from DOOOOOOMED hits Wretchling for 192 mind, 105 darkness (297 total damage).
Quasit receives 3 healing from Temporal Restoration Field.
Acid Splash from Wretchling hits Wretchling for 0 acid damage.
Acid Splash from Wretchling hits Onilug for 33 acid damage.
Acid Splash from Wretchling hits Wretchling for 0 acid damage.
Wretchling hits Wretchling for 0 acid damage.
DOOOOOOMED the level 50 thalore doomed was disembowelled to death by a fire drake on level 1 of orbital fearscape platform.
The unseen force around DOOOOOOMED subsides.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Fire drake killed Shadow!
Fire drake killed DOOOOOOMED!
Saving game...
Saving done.
Shadow returns to the shadows.
Shadow returns to the shadows.
DOOOOOOMED receives 17 healing.
DOOOOOOMED receives 16 healing.
DOOOOOOMED receives 15 healing.
Personal New Achievement: Utterly Destroyed!