













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. 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:
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 Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 50 / 3478% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 100 (base 62) |
Dexterity | 108 (base 60) |
Constitution | 66 (base 18) |
Magic | 36 (base 14) |
Willpower | 103 (base 60) |
Cunning | 88 (base 54) |
Resources
Life | 2432/2432 |
Psi | 193/193 |
Stamina | 440/440 |
Equilibrium | 30 |
Healing Factor | 2.0188369623247 |
Regeneration | 59.58928720571 |
Speed
Mental | +20% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 5 |
See Stealth | 84.646342358568 |
See Invisible | 73.646342358568 |
Offense: Mainhand
Damage | 165 |
Accuracy | 82 |
Crit Chance | 83% |
APR | 36 |
Speed | 0.83 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 31 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +33% |
Acid | +22% |
Light | +17% |
Nature | +16% |
Cold | +16% |
Physical | +68% |
Fire | +31% |
All | +7% |
Offense: Damage Penetration
Physical | +44% |
Acid | +10% |
Nature | +45% |
All | 0% |
Defense: Base
Armour (hardiness) | 130.0386750321 (100%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 42 |
Physical Save | 71 |
Spell Save | 77 |
Mental Save | 67 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 48%( 70%) |
Physical | + 35%( 70%) |
Cold | + 56%( 70%) |
All | + 22%( 70%) |
Darkness | + 30%( 70%) |
Temporal | + 39%( 70%) |
Lightning | + 56%( 70%) |
Mind | + 29%( 70%) |
Fire | + 45%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Pinning Resistance | 40% |
Disarm Resistance | 100% |
Confusion Resistance | 90% |
Knockback Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 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 901% 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 262 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and mental effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 715 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.60 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Combat veteran | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Battle tactics | 1.60 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Technique / Shield offense | 1.60 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Shield defense | 1.60 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.60 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)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 Willpower by +5. | done |
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 Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by Aeremira the copperhead snake. Escort: lost warrior (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | 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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2633. | 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, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. 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 the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 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 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 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +18% physical Res.pen +25% physical Acc +15 (+3 eff.) Melee Ret 10 blight ----- def ----- Armour +4 Defense +9 (+3 eff.) Fatigue +3% Crit.chn- 15.00% Die.at -60.00 life Evasion: (Instant) Puts all charms on 21 cooldown Level 2.6 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +9% physical Res.pen +15% nature Apr +2 Melee Ret 10 physical ----- def ----- Resists +3% blight +1% physical +6% temporal Phys.save +8 (+2 eff.) Mind.save +14 (+4 eff.) Heal.mod +21% Blind- +43% Confus- +30% ---------- misc Light +10 See.Stealth +42 See.Invis +31 Track: Puts all charms on 28 cooldown Level 3.0 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +60% Confus- +60% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +5 Wil +5 Con dps ---------- Dmg.mod +9% nature Res.pen +15% nature Acc +9 (+2 eff.) Melee Ret 2 nature On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Armour +3 Fatigue +5% Resists +3% nature +12% cold Phys.save +9 (+2 eff.) Mind.save +9 (+3 eff.) HP.reg +5.90 Disarm- +89% ---------- misc Stam/turn +1.10 Psi/turn +0.37 Masteries +0.20 Technique/Grappling Unarmed combat: Power 31.0 - 43.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +10 Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Disarm 5 On Hit: 10% Perfect Control 5 On Hit: 10% Second Wind 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +9 Str +2 Dex +3 Mag +1 Cun +7 Con dps ---------- Crit.mult +14.00% Phys.pwr +8 (+2 eff.) Apr +14 ---------- misc Light +1 Infravis +2 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 18 cooldown Level 6.4 Pwr.cost 18 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +117 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+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. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire Res.pen +15% nature On Hit (Melee): * 21 arcane resource burn * 21% chance to slow global speed by 62% ----- def ----- Resists +21% blight +16% temporal +15% nature +9% lightning Max.HP +44.00 Disarm- +40% Pinning- +40% Knockbk- +36% Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +8 Dex +8 Cun +15 Con dps ---------- Mov.spd +15% Dmg.mod +20% lightning ----- def ----- Defense +10 (+3 eff.) Resists +10% blight Ignore.dmg +8% Affinity +20% lightning +15% nature Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+10 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% lightning +25% physical Res.pen +19% physical ----- def ----- Resists +9% lightning +9% mind Max.HP +36.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 80.0 - 96.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +6.0% Block +226 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Str +13 Dex dps ---------- Phys.crit +18.0% Crit.mult +5.00% Phys.pwr +13 (+3 eff.) Dmg.mod +9% physical +12% fire Acc +20 (+4 eff.) Apr +1 ----- def ----- Armour +30 Fatigue +8% Resists +12% acid +13% fire +10% lightning +12% cold ---------- misc Max.stam +10.00 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.4 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% cold Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Armour +19 Fatigue +22% Resists +16% acid +16% physical +20% cold +17% fire +16% lightning Max.HP +52.00 HP.reg +7.00 Heal.mod +15% Disarm- +23% Stun/Frz- +23% Knockbk- +25% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 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 172 then cleanse 1 wound, poison, and disease effect. 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 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 259 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 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 284 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 9 turns. While Heroism is active, you will only die when reaching -773 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 773 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 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 -857 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 857 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 724% 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 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 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 33% 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 41 up to 9 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +9 Str +11 Dex +8 Cun +7 Con dps ---------- Mind.pwr +15 (+5 eff.) Mov.spd +10% ----- def ----- Fatigue -8% Mind.save +15 (+4 eff.) HP.reg +3.00 ---------- misc Stam/turn +1.00 Psi/ret +0.12 See.Invis +18 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 25 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 286 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +2% Crit.mult +18.00% Spell.pwr +30 (+13 eff.) Melee+ 11 light 14 darkness Dmg.mod +14% light +14% darkness Res.pen +10% arcane Acc +9 (+2 eff.) Apr +20 On Melee Ret: * 11% chance to reduce damage dealt by 27% * 14% chance to blind ----- def ----- Fatigue -9% Spell.save +6 (+1 eff.) HP.reg +5.00 ---------- misc Vim/s.crit +2.00 Infravis +3 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% On Hit (Melee): * 10% chance to slow global speed by 62% ----- def ----- Fatigue -5% Resists +3% acid +12% fire +9% temporal +3% lightning HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+6 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 (+4 eff.) Mind.save +18 (+5 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 6.4 Pwr.cost 7 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 578.91 physical damage in a radius 8 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 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+4 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 21 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 10 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 25 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (131). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Phys.spd +10% Dmg.mod +8% physical ----- def ----- Blind- +23% ---------- misc Infravis +6 Sight +2 See.Invis +10 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +13.00% Acc +8 (+2 eff.) Apr +14 ----- def ----- Resists +17% fire +20% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) Blind- +19% Confus- +12% ---------- misc Infravis +4 Sight +2 See.Invis +5 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +10 Lck dps ---------- Crit.mult +19.00% Acc +28 (+6 eff.) Apr +10 ----- def ----- Defense +11 (+3 eff.) Unseen.red 20% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +6 Mag +4 Cun +5 Con dps ---------- Mind.crit +3% ----- def ----- Phys.save +18 (+4 eff.) Spell.save +20 (+4 eff.) Mind.save +16 (+4 eff.) ---------- misc Psi/ret +0.24 Light +3 See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Con dps ---------- Crit.mult +18.00% Acc +8 (+2 eff.) Apr +16 ----- def ----- Phys.save +15 (+4 eff.) Max.HP +41.00 HP.reg +8.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +3.00 Heal.mod +14% Cut- +60% ---------- misc Stam/turn +0.50 Heal: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 355 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +6% physical Res.pen +10% physical Acc +10 (+2 eff.) ----- def ----- Resists +16% blight +11% nature Die.at -84.29 life HP.reg +5.00 Poison- +26% Disease- +26% Stun/Frz- +42% ---------- misc Psi/ret +0.08 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex +3 Wil +3 Cun dps ---------- Crit.mult +15.00% Dmg.mod +9% mind Res.pen +15% mind Acc +18 (+4 eff.) ----- def ----- Phys.save +18 (+4 eff.) Spell.save +17 (+4 eff.) Mind.save +14 (+4 eff.) Max.HP +100.00 HP.reg +20.00 Heal.mod +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +10 (+2 eff.) Melee+ 11 physical Ranged+ 22 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 34 * 20% chance to reduce damage dealt by 27% On Hit (Ranged): * 13% chance to reduce all saves and defense by 34 ----- def ----- Resists +6% lightning Spell.save +12 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 14 cooldown Level 6.4 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 179% weapon damage. If the attack hits, the target will bleed for 336% weapon damage over 7 turns, and all healing will be reduced by 75%. 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 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+11 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 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +6% nature Res.pen +5% lightning +15% light +20% nature ----- def ----- Resists +24% lightning +9% nature Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 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. Mental Shielding: (Instant) Level 2.0 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 10 light 4 nature On Hit (Melee): * 20% chance to slow global speed by 62% * 20% chance to reduce armor by 27% ----- def ----- Resists +12% nature +18% acid Phys.save +14 (+3 eff.) Spell.save +13 (+3 eff.) Mind.save +14 (+4 eff.) ---------- misc Light +2 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun dps ---------- Mind.crit +4% Phys.pwr +8 (+2 eff.) Spell.pwr +9 (+5 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +6% mind +5% all On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Resists +12% cold +9% temporal Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 23.52 cold and 34.06 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 42 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+5 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+2 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 5 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 113.25 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Superpower You have set the ring to grant you Superpower! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Defense +5 (+2 eff.) Resists +6% lightning +23% cold +6% mind Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Dex dps ---------- Crit.mult +20.00% Phys.pwr +30 (+7 eff.) Dmg.mod +15% physical ----- def ----- Defense +15 (+4 eff.) Die.at -60.00 life Blind- +35% ---------- misc Infravis +5 See.Stealth +17 See.Invis +16 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 2 physical ----- def ----- Fatigue -4% Resists +3% blight +12% acid ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +11% mind ----- def ----- Resists +11% mind Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +58.00 HP.reg +11.00 Heal.mod +13% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +6 (+2 eff.) Acc +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +5 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +28% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Wil dps ---------- Mov.spd +14% Acc +9 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Mind.save +6 (+2 eff.) Blinding Speed: Puts all charms on 28 cooldown Level 3.2 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Master While equipped: Stats +6 Cun ----- def ----- Defense +12 (+3 eff.) Max.HP +30.00 Disarm- +30% Pinning- +22% Knockbk- +30% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +7 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +6 Resists +6% mind Crit.chn- 15.00% Mind.save +8 (+2 eff.) Confus- +30% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Spell.crit +5% Dmg.mod +13% cold ----- def ----- Resists +6% blight +26% cold Spell.save +6 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.28 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +9 Str +3 Dex dps ---------- Dmg.mod +6% physical Melee Ret 4 cold ----- def ----- Resists +5% physical HP.reg +3.00 Stun/Frz- +24% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +48% lightning +21% light Res.pen +26% lightning +15% light Melee Ret 10 lightning ----- def ----- Resists +36% lightning +18% light Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Phys.save +6 (+1 eff.) Rings make your fingers look great! |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Master/Psionic Power 54.5 - 76.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +18 darkness Against +18% Living On Hit.r1 +8 cold On Hit: * 20% chance to slow global speed by 62% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Dmg.mod +21% nature +6% cold Melee Ret 2 nature Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 57.0 - 79.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 blight On Hit.r1 +4 nature On Crit.r2 +59 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 17 While equipped: dps ---------- All.spd +8% Dmg.mod +9% lightning Res.pen +5% blight +19% fire +15% all Acc +25 (+5 eff.) Apr +15 On Hit (Melee): * 21% chance to slow global speed by 62% Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 38.0 - 53.2 Fire Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 58.0 - 81.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +45 lightning +45 cold On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mov.spd +42% Dmg.mod +3% light Res.pen +25% lightning +23% cold +15% light On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% light +9% temporal Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature Power 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +11 Str +8 Dex +8 Mag +17 Wil +8 Cun +15 Con ----- def ----- Max.HP +42.00 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Master Power 57.5 - 80.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 blight While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Res.pen +12% all Acc +41 (+9 eff.) Apr +9 Melee Ret 6 arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Unique] Psionic Power 50.0 - 70.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 42 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() 3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Dazing lightning Uses 100% Str Mastery Weapons Mastery 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 While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con dps ---------- Dmg.mod +30% lightning Res.pen +30% lightning ----- def ----- Resists +45% lightning A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() 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 (+19 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 139 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 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 55.0 - 77.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 cold On Crit.r2 +63 fire While equipped: Stats +7 Dex dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% All.spd +11% Phys.spd +10% Dmg.mod +6% cold +15% arcane +10% all Res.pen +20% cold +25% fire Acc +25 (+5 eff.) On Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 55.5 - 77.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +4 mind On Hit.r1 +8 mind On Crit.r2 +70 fire While equipped: Stats +1 Mag dps ---------- All.spd +8% Res.pen +25% fire Acc +12 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 62% * 21% chance to reduce all saves and defense by 34 ----- def ----- Defense +14 (+4 eff.) Disarm- +41% ---------- misc Light +1 See.Invis +12 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Master Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 acid On Hit.r1 +12 light +8 lightning While equipped: Stats +11 Str dps ---------- Phys.crit +15.0% Crit.mult +31.00% Dmg.mod +14% physical Res.pen +15% light Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +15 (+4 eff.) Resists +9% lightning +9% fire +18% light Disarm- +38% One-handed war axes. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.2 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 60 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +7 Cun +13 Wil dps ---------- Phys.crit +4.0% Crit.mult +21.07% Res.pen +26% physical Against +39% Summoned Melee Ret 11 physical ----- def ----- Resists +12% cold D.Red.from +45% Summoned ---------- misc Max.stam +31.61 Infravis +3 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 (+4 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+4 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 T3 belt armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +10.00% Phys.pwr +21 (+5 eff.) Res.pen +10% lightning ----- def ----- Resists +12% lightning Spell.save +7 (+2 eff.) ---------- misc Stam/turn +3.00 Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 7 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 57 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 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 35 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. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 23 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 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. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Armour +3 Fatigue +2% Resists +12% temporal +3% nature +5% arcane Phys.save +11 (+3 eff.) Spell.save +3 (+1 eff.) Mind.save +11 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 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 (+2 eff.) Spell.save +15 (+3 eff.) Max.HP +100.00 ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +18 Crit +12.0% Atk.spd 83% 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 167.99 arcane damage and stunned). Uses 70 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. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +2 Cun +2 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +12% lightning +12% temporal ----- def ----- Armour +4 Fatigue +4% Resists +3% lightning +9% fire +3% temporal +7% cold Phys.save +8 (+2 eff.) Mind.save +11 (+3 eff.) Battle Cry: Puts all charms on 20 cooldown Level 3.2 Pwr.cost 20 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 22 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +15 Str +15 Dex +7 Wil +5 Cun +2 Con dps ---------- Phys.crit +1.0% Phys.pwr +22 (+5 eff.) Dmg.mod +3% arcane Apr +10 ----- def ----- Armour +5 Fatigue +5% Resists +16% physical Phys.save +12 (+3 eff.) ---------- misc Stam/turn +3.00 Skullcracker: Puts all charms on 14 cooldown Level 3.9 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 956.0 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+4 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+5 eff.) Rng.Def +17 (+5 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+5 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 78.31 to 97.89 light damage (based on Willpower and Cunning). Uses 9 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Master When used to Attack: Power 70.5 - 84.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +405 Melee+ +20 mind On Hit.r1 +20 fire On Crit.r2 +8 fire While equipped: Stats +4 Cun +7 Con ----- def ----- Armour +31 Fatigue +8% Resists +27% lightning Phys.save +15 (+4 eff.) Mind.save +6 (+2 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 71.0 - 85.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +384 Melee+ +16 mind On Hit: * Deal physical damage equal to your armor (130) While equipped: Stats +5 Con dps ---------- Dmg.mod +3% mind ----- def ----- Armour +42 Defense +5 (+2 eff.) Fatigue +8% Resists +6% mind Phys.save +27 (+7 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +3 Str +6 Cun +3 Mag dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +5 Defense +8 (+2 eff.) Resists +6% acid +9% physical +10% darkness +16% fire +12% cold Heal.mod +25% ---------- misc Light +4 Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 56 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +16.00% Phys.pwr +8 (+2 eff.) Dmg.mod +6% lightning +12% blight Res.pen +20% lightning ----- def ----- Resists +9% blight Phys.save +14 (+3 eff.) Heal.mod +30% Blind- +44% Confus- +23% ---------- misc Light +11 See.Stealth +21 See.Invis +22 Track: Puts all charms on 28 cooldown Level 5.0 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 199.02 darkness damage (based on Mindpower and charge). Uses 7 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Wil dps ---------- Crit.mult +15.00% Dmg.mod +3% physical Res.pen +20% physical Apr +2 ----- def ----- Defense +15 (+4 eff.) Phys.save +7 (+2 eff.) Heal.mod +15% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 14 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 13 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+4 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 86% of the healing done. This effect scales with your Magic stat.. Uses 52 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 power out of 320/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 27% * 20% chance to reduce all saves and defense by 34 ----- def ----- Resists +9% mind +6% darkness Blast the opponent's mind dealing 449 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +5 Dex dps ---------- Phys.crit +3.0% Phys.pwr +15 (+4 eff.) Dmg.mod +15% physical Res.pen +25% blight +15% arcane ----- def ----- Phys.save +15 (+4 eff.) Setup a psionic shield, reducing all damage taken by 173 for 5 turns Puts all charms on 18 cooldown 100% to gain a 39% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 18 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +6 Wil +5 Mag dps ---------- Phys.pwr +30 (+7 eff.) Melee Ret 10 fire ----- def ----- Crit.chn- 15.00% Die.at -80.00 life ---------- misc Infravis +3 Setup a psionic shield, reducing all damage taken by 123 for 5 turns Puts all charms on 18 cooldown 100% to increase all damage penetration by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Str +2 Con dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +12% acid +12% physical ----- def ----- Resists +2% physical ---------- misc Stam/turn +3.00 Sting an enemy dealing 316 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to heal for 56. 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 (+2 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 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+3 eff.) On Melee Ret: * 18% chance to slow global speed by 62% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+4 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 35 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 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+3 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 7 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +10 Wil +7 Mag dps ---------- On Hit (Melee): * 20% chance to slow global speed by 62% ---------- misc Infravis +3 Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 11 cooldown 100% to increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 21 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 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 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 the Dwarf Bulwark level 42
44th Stralite 123rd year of Ascendancy at 16:56 see stats
By the Dwarf Bulwark level 39
20th Stralite 123rd year of Ascendancy at 14:53 see stats
By the Dwarf Bulwark level 50
22nd Wealth 123rd year of Ascendancy at 22:16 see stats
By the Dwarf Bulwark level 38
14th Stralite 123rd year of Ascendancy at 04:21 see stats
By the Dwarf Bulwark level 20
44th Dearth 122nd year of Ascendancy at 13:00 see stats
By the Dwarf Bulwark level 45
31st Voratun 123rd year of Ascendancy at 10:36 see stats
By the Dwarf Bulwark level 50
3rd Loss 123rd year of Ascendancy at 14:08 see stats
By the Dwarf Bulwark level 50
24th Wealth 123rd year of Ascendancy at 20:58 see stats
By the Dwarf Bulwark level 44
24th Voratun 123rd year of Ascendancy at 20:36 see stats
By the Dwarf Bulwark level 43
8th Voratun 123rd year of Ascendancy at 06:56 see stats
By the Dwarf Bulwark level 21
26th Loss 122nd year of Ascendancy at 04:45 see stats
By the Dwarf Bulwark level 40
26th Stralite 123rd year of Ascendancy at 02:28 see stats
By the Dwarf Bulwark level 33
4th Stralite 123rd year of Ascendancy at 16:44 see stats
By the Dwarf Bulwark level 32
4th Gold 123rd year of Ascendancy at 14:42 see stats
By the Dwarf Bulwark level 50
2nd Steel 124th year of Ascendancy at 10:26 see stats
By the Dwarf Bulwark level 22
5th Shortage 122nd year of Ascendancy at 17:03 see stats
By the Dwarf Bulwark level 32
9th Gold 123rd year of Ascendancy at 04:36 see stats
By the Dwarf Bulwark level 33
2nd Stralite 123rd year of Ascendancy at 23:53 see stats
By the Dwarf Bulwark level 50
24th Shortage 123rd year of Ascendancy at 19:43 see stats
By the Dwarf Bulwark level 50
13rd Loss 123rd year of Ascendancy at 21:51 see stats
By the Dwarf Bulwark level 42
43rd Stralite 123rd year of Ascendancy at 13:49 see stats
By the Dwarf Bulwark level 46
1st Acquisition 123rd year of Ascendancy at 02:46 see stats
By the Dwarf Bulwark level 10
1st Profit 122nd year of Ascendancy at 16:21 see stats
By the Dwarf Bulwark level 20
18th Dearth 122nd year of Ascendancy at 08:54 see stats
By the Dwarf Bulwark level 30
44th Steel 123rd year of Ascendancy at 02:23 see stats
By the Dwarf Bulwark level 40
24th Stralite 123rd year of Ascendancy at 07:51 see stats
By the Dwarf Bulwark level 50
7th Wealth 123rd year of Ascendancy at 18:29 see stats
By the Dwarf Bulwark level 50
23rd Shortage 123rd year of Ascendancy at 01:31 see stats
By the Dwarf Bulwark level 19
9th Dearth 122nd year of Ascendancy at 08:27 see stats
By the Dwarf Bulwark level 50
18th Loss 123rd year of Ascendancy at 20:28 see stats
By the Dwarf Bulwark level 31
2nd Gold 123rd year of Ascendancy at 14:01 see stats
By the Dwarf Bulwark level 30
45th Steel 123rd year of Ascendancy at 03:53 see stats
By the Dwarf Bulwark level 21
7th Loss 122nd year of Ascendancy at 22:10 see stats
By the Dwarf Bulwark level 43
21st Voratun 123rd year of Ascendancy at 10:39 see stats
By the Dwarf Bulwark level 6
18th Voratun 122nd year of Ascendancy at 20:47 see stats
By the Dwarf Bulwark level 50
2nd Steel 124th year of Ascendancy at 10:25 see stats
By the Dwarf Bulwark level 6
31st Voratun 122nd year of Ascendancy at 11:09 see stats
By the Dwarf Bulwark level 50
21st Shortage 123rd year of Ascendancy at 20:03 see stats
By the Dwarf Bulwark level 50
25th Loss 123rd year of Ascendancy at 07:18 see stats
By the Dwarf Bulwark level 10
3rd Profit 122nd year of Ascendancy at 21:04 see stats
By the Dwarf Bulwark level 47
16th Profit 123rd year of Ascendancy at 21:14 see stats
By the Dwarf Bulwark level 25
19th Shortage 122nd year of Ascendancy at 13:54 see stats
By the Dwarf Bulwark level 17
28th Wealth 122nd year of Ascendancy at 07:38 see stats
By the Dwarf Bulwark level 37
13rd Stralite 123rd year of Ascendancy at 00:45 see stats
By the Dwarf Bulwark level 50
23rd Wealth 123rd year of Ascendancy at 09:58 see stats
Log
You gain 14.70 gold from the transmogrification of enhanced voratun longsword (44-61 power, 6 apr).
You gain 14.18 gold from the transmogrification of truestriking voratun greatsword of ruin (60-97 power, 4 apr).
You gain 6.91 gold from the transmogrification of blazebringer's dwarven-steel greatsword (36-58 power, 2 apr).
You gain 8.87 gold from the transmogrification of arcing voratun greatsword of evisceration (63-101 power, 4 apr).
You gain 25.00 gold from the transmogrification of voratun dagger 'Morningmark' (38-49 power, 23 apr).
You gain 3.25 gold from the transmogrification of voratun battleaxe of torment (58-87 power, 4 apr).
You gain 6.86 gold from the transmogrification of truestriking voratun battleaxe (59-88 power, 4 apr).
You gain 4.39 gold from the transmogrification of starlit voratun amulet of perfection (0.34 Technique / Conditioning,0.34 Technique / Combat veteran).
You gain 6.90 gold from the transmogrification of serendipitous voratun amulet.
You gain 1.01 gold from the transmogrification of stormshield rune (threshold 71; blocks 6; dur 4; cd 15).
You gain 0.73 gold from the transmogrification of manasurge rune (regen 1589% over 10 turns; mana 79; cd 17).
You gain 2.04 gold from the transmogrification of regeneration infusion (heal 514; 16 cd).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Space around you starts to dissolve...
Resting starts...
You are yanked out of this place!
Rested for 40 turns (stop reason: saving).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
drops on the floor: voratun plate armour (0 def, 16 armour).
Your voratun plate armour (0 def, 16 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.