











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 | Male |
Race | Krog |
Class | Marauder |
Level / Exp | 50 / 2243% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 129 (base 60) |
Dexterity | 95 (base 64) |
Constitution | 72 (base 11) |
Magic | 18 (base 9) |
Willpower | 120 (base 60) |
Cunning | 83 (base 43) |
Resources
Life | 1563/1563 |
Stamina | 482/482 |
Equilibrium | 30 |
Healing Factor | 1.6862906294959 |
Regeneration | 15.260930196938 |
Speed
Mental | +5% |
Attack | +15% |
Movement | +15% |
Spell | +15% |
Global | +121% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 86.23729810914 |
See Invisible | 91.23729810914 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 215 |
Accuracy | 77 |
Crit Chance | 95% |
APR | 63 |
Speed | 0.95 |
Offense: Offhand
Damage | 177 |
Accuracy | 77 |
Crit Chance | 99% |
APR | 63 |
Speed | 0.95 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 26% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 62 |
Crit Chance | 41% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Fire | +18% |
Lightning | +38% |
Nature | +52% |
Temporal | +18% |
Darkness | +18% |
Physical | +30% |
Mind | +24% |
All | +9% |
Offense: Damage Penetration
Darkness | +45% |
All | +25% |
Physical | +25% |
Fire | +67% |
Nature | +55% |
Defense: Base
Armour (hardiness) | 80 (77.718496631565%) |
Defense | 88 |
Ranged Defense | 88 |
Fatigue | 2.3478668315542 |
Physical Save | 61 |
Spell Save | 49 |
Mental Save | 54 |
Defense: Resistances
Acid | + 61%( 70%) |
Blight | + 59%( 70%) |
Arcane | + 53%( 70%) |
Cold | + 58%( 70%) |
All | + 45%( 70%) |
Darkness | + 55%( 70%) |
Light | + 57%( 70%) |
Temporal | + 58%( 70%) |
Physical | + 59%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 55%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Disarm Resistance | 0% |
Confusion Resistance | 100% |
Knockback Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (5/5)
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 290 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: 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 physical effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 46% 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: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 990% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: 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 8 turns. While Heroism is active, you will only die when reaching -811 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 811 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.60 |
| 3/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Technique / Bloodthirst | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Technique / Duelist | 1.60 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Battle tactics | 1.60 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 2.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Thuggery | 1.60 |
| 2/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Mobility | 1.60 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Conditioning | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Antimagic Shield |
talent | Precise Strikes |
talent | Trained Reactions |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 again | active |
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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)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 Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+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 |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 2675. | 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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. 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 serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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 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 within4 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 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. |
Light source | ![]() 1.0 T5 lite [Random Unique] Master/Psionic While equipped: Stats +6 Wil dps ---------- Dmg.mod +9% fire +15% mind +9% temporal Melee Ret 4 arcane 2 temporal On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% temporal Mind.save +15 (+5 eff.) Blind- +50% Confus- +30% ---------- misc Light +11 See.Stealth +40 See.Invis +45 Track: Puts all charms on 40 cooldown Level 6.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 9 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 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Str +2 Wil +9 Con dps ---------- Dmg.mod +9% lightning +6% nature ----- def ----- Armour +21 Defense +12 (+3 eff.) Fatigue +5% Resists +9% nature +12% all Phys.save +27 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Str, 40% Cun, 40% Dex 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 176.58 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 143 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +16 Str +6 Cun +9 Con dps ---------- Crit.mult +10.00% Phys.pwr +14 (+3 eff.) Melee+ 28 physical Ranged+ 30 physical Dmg.mod +6% physical On Hit (Melee): * 19% chance to reduce all saves and defense by 36 On Hit (Ranged): * 17% chance to reduce all saves and defense by 36 ----- def ----- Armour +18 Resists +9% cold +3% fire +6% light +3% darkness ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.8 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings make your fingers look great! |
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. |
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 ----- Armour +5 Resists +10% blight +5% all Ignore.dmg +8% Affinity +20% lightning +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 mace 1H weapon [Random Unique] Nature/Disrupt/Master Power 46.5 - 65.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +53 fire On Hit: * 21 arcane resource burn While equipped: dps ---------- Phys.crit +12.0% Crit.mult +30.00% All.spd +11% Dmg.mod +9% darkness Res.pen +20% darkness +19% fire Apr +15 On Hit (Melee): * 21% chance to reduce damage dealt by 29% ----- def ----- Resists +15% nature Blunt and deadly. |
Around 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 (+5 eff.) Mind.save +15 (+5 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | ![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 49.5 - 69.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 acid On Crit.r2 +32 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +10 (+2 eff.) All.spd +10% Res.pen +23% fire Acc +5 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +1% physical ---------- misc Stam/turn +3.00 One-handed war axes. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Crit.mult +11.00% Acc +5 (+1 eff.) Apr +8 ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+2 eff.) Stealth +8 ---------- misc Stam/turn +0.60 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +10 Str +8 Dex dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +12% nature Res.pen +5% nature Melee Ret 4 arcane On Hit (Melee): * 10% chance to slow global speed by 64% ----- def ----- Armour +8 Defense +29 (+6 eff.) Fatigue +8% Resists +5% arcane +6% nature Phys.save +11 (+3 eff.) HP.reg +6.80 ---------- misc Stam/turn +2.50 A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 248 then cleanse 1 wound, poison, and disease effect. 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 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 301 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 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1069% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 569 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 448 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. 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 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. 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 13 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 44% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% 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 physical effect and reduce all damage taken by 22% for 2 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +6 Cun dps ---------- Crit.mult +10.00% Mind.pwr +5 (+1 eff.) Dmg.mod +3% acid ----- def ----- Fatigue -4% Resists +13% nature +10% blight HP.reg +2.00 Poison- +20% Disease- +26% Amulets make your neck look great! |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun +7 Con dps ---------- Res.pen +15% nature Melee Ret 10 mind 6 nature ---------- misc Hate/m.crit +3.00 Max.psi +30.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (106). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +12 Str +8 Dex +8 Wil dps ---------- Dmg.mod +9% acid +6% arcane Res.pen +10% arcane ----- def ----- Resists +21% mind +9% acid Confus- +29% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex dps ---------- Phys.pwr +9 (+2 eff.) Phys.spd +10% Dmg.mod +6% lightning +12% cold +9% physical Res.pen +10% mind Melee Ret 6 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 36 ----- def ----- Resists +15% lightning +15% physical +6% mind ---------- misc Stam/turn +1.20 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +9 (+2 eff.) Phys.spd +10% Dmg.mod +9% physical On Melee Ret: * 42% chance to reduce strength, dexterity, and constitution by 5 * 44% chance to reduce damage dealt by 29% ----- def ----- Resists +26% lightning +3% darkness Crit.chn- 15.00% Phys.save +20 (+5 eff.) Spell.save +21 (+7 eff.) Mind.save +21 (+6 eff.) Disease- +10% Confus- +20% Pinning- +20% Stun/Frz- +28% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Nature While equipped: Stats +8 Lck dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Unseen.red 10% Blind- +13% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +21% Amulets make your neck look great! |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% arcane +15% cold Res.pen +20% darkness Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Resists +12% cold Mind.save +14 (+4 eff.) Confus- +50% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+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 [Rare] Master While equipped: Stats +8 Cun +7 Dex dps ---------- Crit.mult +10.00% Phys.pwr +30 (+6 eff.) Acc +9 (+2 eff.) Apr +3 Melee Ret 2 physical ----- def ----- Resists +9% nature +9% darkness Phys.save +6 (+1 eff.) Heal.mod +10% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+6 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 30 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 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 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 T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Crit.mult +20.00% Res.pen +20% nature Apr +6 ----- def ----- Defense +10 (+2 eff.) Die.at -40.00 life Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +12% acid +3% nature +3% mind Res.pen +25% nature +5% acid Melee Ret 4 mind 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 23.70 cold and 28.27 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +24% nature Melee Ret 10 acid On Hit (Melee): * 20% chance to slow global speed by 64% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Max.HP +37.00 Disarm- +43% Pinning- +41% Knockbk- +43% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +3% mind ----- def ----- Resists +22% nature +3% cold +6% mind +6% darkness Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +6 (+1 eff.) Melee+ 19 physical Ranged+ 19 physical Dmg.mod +6% all On Hit (Melee): * 15% chance to reduce all saves and defense by 36 On Hit (Ranged): * 16% chance to reduce all saves and defense by 36 ----- def ----- Resists +15% cold +18% fire Max.HP +76.00 HP.reg +14.00 Heal.mod +14% ---------- misc Hate/m.crit +3.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.8 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- Resists +6% acid +9% light +12% blight +9% fire +5% arcane +6% lightning Spell.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Fatigue -4% Resists +22% cold ---------- misc Max.enc +24 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +5 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +15 Cun +6 Dex dps ---------- Melee+ 21 physical Ranged+ 28 physical Acc +8 (+2 eff.) On Hit (Melee): * 18% chance to reduce all saves and defense by 36 On Hit (Ranged): * 15% chance to reduce all saves and defense by 36 ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 6.4 Pwr.cost 20 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 T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- Max.HP +76.00 HP.reg +7.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +12 Wil dps ---------- Dmg.mod +15% physical Apr +13 ----- def ----- Resists +15% darkness Mind.save +20 (+6 eff.) ---------- misc Stam/turn +3.00 Infravis +3 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +6 Con dps ---------- Dmg.mod +30% blight +12% cold On Hit (Melee): * 26% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% lightning +18% temporal +12% fire +6% arcane +9% mind Spell.save +20 (+6 eff.) Die.at -103.38 life Disarm- +26% ---------- misc Max.stam +40.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +16% cold ----- def ----- Armour +4 Resists +32% cold Rings make your fingers look great! |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 41.5 - 58.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 mind On Hit: 20% Curse of Defenselessness 5 On Hit: * 35% chance to reduce all saves and defense by 36 While equipped: Stats +6 Cun +9 Wil dps ---------- Spell.pwr +10 (+2 eff.) S.pwr/crit +6 Res.pen +11% all Acc +18 (+4 eff.) Apr +11 Melee Ret 4 arcane ----- def ----- Spell.save +6 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Disrupt/Master Power 56.5 - 79.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +21 light On Crit.r2 +8 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +15.0% Dmg.mod +9% nature Res.pen +15% nature Melee Ret 2 light On Hit (Melee): * 20% chance to slow global speed by 64% ----- def ----- Resists +15% acid +16% fire +15% cold +17% lightning +9% all Spell.save +15 (+5 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Master/Psionic Power 44.5 - 62.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 mind On Hit: * 35% chance to reduce all saves and defense by 36 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +4 Cun +7 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% physical Res.pen +10% physical Acc +13 (+3 eff.) Apr +3 ----- def ----- Defense +11 (+2 eff.) Disarm- +49% ---------- misc Stam/turn +3.13 Max.stam +31.32 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Master/Psionic Power 61.0 - 85.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +2 Str +8 Con dps ---------- Phys.crit +2.0% Phys.pwr +23 (+5 eff.) Res.pen +14% physical ----- def ----- Resists +2% physical Phys.save +6 (+1 eff.) Disarm- +30% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 47.0 - 65.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +30 cold On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Spell.crit +8% Crit.mult +10.00% Dmg.mod +21% acid Res.pen +17% acid +15% physical Acc +25 (+6 eff.) Apr +13 ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Master Power 55.0 - 77.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +11 Str +2 Wil +1 Cun dps ---------- Phys.crit +13.0% Mind.pwr +31 (+8 eff.) Dmg.mod +12% physical Acc +23 (+5 eff.) Melee Ret 10 mind ----- def ----- Resists +6% cold ---------- misc Hate/m.crit +2.00 Blunt and deadly. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master/Psionic 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+ +25 mind On Hit.r1 +12 nature +4 acid On Hit: * 20% chance to reduce armor by 11% * 35% chance to reduce all saves and defense by 36 While equipped: Stats +20 Wil +7 Cun +15 Con dps ---------- Phys.crit +15.0% Crit.mult +35.00% Res.pen +10% acid Apr +15 ----- def ----- Resists +12% light +12% nature Max.HP +110.00 One-handed war axes. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +2 Dex +1 Mag +5 Wil +4 Con dps ---------- Dmg.mod +6% darkness +25% physical Res.pen +19% physical ----- def ----- Resists +3% darkness Mind.save +13 (+4 eff.) Max.HP +110.00 HP.reg +3.60 Heal.mod +30% ---------- misc Equi/ret +0.08 Max.psi +20.00 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane While equipped: Stats +20 Mag +11 Wil +3 Cun dps ---------- Spell.crit +5% Dmg.mod +18% nature ----- def ----- Fatigue -8% Resists +6% nature Crit.chn- 5.00% ---------- misc Max.enc +54 Mana/turn +0.45 Max.mana +50.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Master While equipped: Stats +3 Cun +8 Wil dps ---------- Crit.mult +15.00% Phys.pwr +9 (+2 eff.) Dmg.mod +19% physical Res.pen +15% blight +16% physical Against +41% Summoned ----- def ----- Resists +5% arcane D.Red.from +32% Summoned Spell.save +11 (+3 eff.) ---------- misc Mana/turn +0.08 Max.mana +40.00 Size +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +1 Cun +2 Dex dps ---------- Acc +21 (+5 eff.) ----- def ----- Armour +2 Defense +10 (+2 eff.) Fatigue -7% Resists +6% blight +1% physical Phys.save +10 (+2 eff.) Max.HP +63.00 Knockbk- +20% ---------- misc Max.stam +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +5 Dex +3 Wil +4 Cun +2 Con dps ---------- Dmg.mod +3% physical Acc +10 (+3 eff.) Apr +9 ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +4% physical Mind.save +14 (+4 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+3 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 10 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 62 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 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +9% mind Res.pen +5% mind ----- def ----- Defense +9 (+2 eff.) Resists +12% fire +13% light +9% cold Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +8.0% Res.pen +20% acid Acc +32 (+7 eff.) Apr +4 ----- def ----- Armour +24 Defense +15 (+3 eff.) Die.at -84.29 life ---------- misc Stam/turn +3.16 Infravis +3 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Mind.pwr +32 (+8 eff.) S.pwr/crit +4 Dmg.mod +30% blight +12% mind ----- def ----- Armour +5 Spell.save +12 (+4 eff.) ---------- misc Max.mana +40.00 Disengage: Puts all charms on 15 cooldown Level 3.2 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 165% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Wil +10 Con dps ---------- Dmg.mod +3% darkness +12% temporal Melee Ret 6 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 29% ----- def ----- Armour +3 Fatigue +5% Phys.save +30 (+7 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) HP.reg +2.40 Disarm- +91% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.80 Psi/turn +0.25 Masteries +0.20 Technique/Grappling Unarmed combat: Power 29.5 - 41.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +24 physical On Hit: 10% Disarm 5 On Hit: 10% Juggernaut 1 On Hit: 10% Second Wind 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Phys.crit +16.0% Spell.crit +19% Mind.crit +23% Crit.mult +26.00% Dmg.mod +15% darkness ----- def ----- Armour +3 ---------- misc Equi/ret +0.12 Psi/ret +0.12 Unarmed combat: Power 33.5 - 36.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +14.0% Atk.spd 100% On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Acc +19 (+4 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +7% darkness Phys.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Disarm- +23% ---------- misc Infravis +2 Unarmed combat: Power 30.0 - 42.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +13 Apr +15 Crit +13.0% Atk.spd 83% Melee+ +7 darkness On Hit: 10% Perfect Control 5 On Crit: 10% Dominate 5 Track: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Res.pen +10% cold Acc +10 (+3 eff.) Melee Ret 4 nature On Hit (Melee): * 21% chance to slow global speed by 64% ----- def ----- Armour +9 Fatigue +5% Resists +21% cold Phys.save +9 (+2 eff.) Mind.save +25 (+7 eff.) Max.HP +72.00 HP.reg +4.60 Disarm- +41% ---------- misc Stam/turn +1.10 Psi/turn +0.28 Unarmed combat: Power 41.5 - 58.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +19 Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Perfect Control 5 On Hit: 10% Battle Shout 5 On Hit: 10% Second Wind 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +9 Dex dps ---------- Dmg.mod +6% light Res.pen +5% light ----- def ----- Armour +13 Defense +8 (+2 eff.) Fatigue +5% Resists +26% lightning +14% temporal +6% darkness +3% blight +6% arcane +7% all Phys.save +15 (+4 eff.) Cut- +20% Skullcr.mult +3 Skullcracker: Puts all charms on 20 cooldown Level 4.8 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 822.1 Physical damage. If the attack hits, the target is confused (45% 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. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+6 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 9.0 T5 light armor [Random Unique] Nature/Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.pwr +14 (+3 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +24% acid +20% physical +17% lightning +18% fire +9% blight +22% cold +9% mind +9% temporal Mind.save +45 (+12 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Master/Psionic While equipped: Stats +10 Dex +9 Wil +17 Cun dps ---------- Dmg.mod +9% lightning Melee Ret 4 acid ----- def ----- Armour +16 Defense +27 (+6 eff.) Fatigue +8% Resists +12% lightning +15% temporal +10% mind Mind.save +50 (+14 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +18.00% Phys.pwr +9 (+2 eff.) Phys.spd +15% Spell.spd +15% Mind.spd +15% Res.pen +5% darkness +26% temporal ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +9% temporal HP.reg +4.90 Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Stam/turn +2.50 A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 T5 lite [Random Unique] Master/Psionic While equipped: Stats +4 Cun dps ---------- Mind.crit +5% Melee Ret 10 mind On Hit (Melee): * 10% chance to reduce armor by 11% ----- def ----- Defense +12 (+3 eff.) Phys.save +20 (+5 eff.) Spell.save +20 (+6 eff.) Mind.save +17 (+5 eff.) Blind- +48% Confus- +21% ---------- misc Light +13 See.Stealth +19 See.Invis +19 Track: Puts all charms on 40 cooldown Level 2.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Res.pen +14% all Apr +15 ----- def ----- Resists +32% acid +6% blight Heal.mod +21% Disease- +21% Confus- +21% Teleport- +21% ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(164 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +7 (+2 eff.) Max.HP +51.00 Heal.mod +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Ego] Nature While equipped: ----- def ----- Phys.save +11 (+3 eff.) Max.HP +75.00 Heal.mod +20% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 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 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.6 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 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." |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Melee Ret 10 blight ----- def ----- Resists +9% blight Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 18% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +9% fire Crit.chn- 15.00% Phys.save +3 (+1 eff.) Spell.save +18 (+6 eff.) Blast the opponent's mind dealing 360 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 83. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Phys.crit +3.0% Acc +5 (+1 eff.) ----- def ----- Armour +6 Resists +6% mind +4% physical Die.at -60.00 life Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 40% 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 +10 Cun dps ---------- Phys.pwr +32 (+6 eff.) Acc +10 (+3 eff.) ----- def ----- Resists +9% darkness Disarm- +21% ---------- misc Infravis +3 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 82. 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 7 detrimental mental effects for 5 turns Puts all charms on 33 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Crit.mult +10.00% S.pwr/crit +10 Phasing +20% ----- def ----- Resists +9% cold Mind.save +6 (+2 eff.) Max.HP +40.00 Disease- +20% Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 578 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +10% nature On Hit (Melee): * 21% chance to reduce armor by 11% ----- def ----- Resists +6% blight +6% cold +9% nature +21% darkness Spell.save +19 (+6 eff.) Silence- +20% Sting an enemy dealing 587 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 64% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +2 Con dps ---------- Crit.mult +10.00% Acc +10 (+3 eff.) ----- def ----- Resists +6% light Heal.mod +15% Heal yourself and all friendly characters within 10 spaces for 452 Puts all charms on 15 cooldown 100% to reduce fatigue by 44% for 2 turns. 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +9 Con dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +18% mind +12% physical Acc +25 (+6 eff.) ----- def ----- Armour +4 ---------- misc Hate/m.crit +3.00 Harden the skin for 7 turns increasing armour by 80 and armour hardiness by 70% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 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 [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By the Krog Marauder level 28
1st Decay 122nd year of Ascendancy at 22:37 see stats
By the Krog Marauder level 36
11st Pyre 123rd year of Ascendancy at 03:06 see stats
By the Krog Marauder level 50
32nd Dusk 123rd year of Ascendancy at 18:38 see stats
By the Krog Marauder level 35
8th Pyre 123rd year of Ascendancy at 20:27 see stats
By the Krog Marauder level 21
7th Haze 122nd year of Ascendancy at 17:03 see stats
By the Krog Marauder level 40
38th Pyre 123rd year of Ascendancy at 02:20 see stats
By the Krog Marauder level 50
1st Time of Equilibrium 123rd year of Ascendancy at 15:11 see stats
By the Krog Marauder level 39
32nd Pyre 123rd year of Ascendancy at 22:18 see stats
By the Krog Marauder level 50
61st Haze 123rd year of Ascendancy at 16:33 see stats
By the Krog Marauder level 50
35th Haze 123rd year of Ascendancy at 22:18 see stats
By the Krog Marauder level 21
11st Haze 122nd year of Ascendancy at 07:42 see stats
By the Krog Marauder level 37
29th Pyre 123rd year of Ascendancy at 11:52 see stats
By the Krog Marauder level 29
8th Decay 122nd year of Ascendancy at 01:23 see stats
By the Krog Marauder level 32
1st Time of Balance 123rd year of Ascendancy at 05:39 see stats
By the Krog Marauder level 23
38th Haze 122nd year of Ascendancy at 07:16 see stats
By the Krog Marauder level 50
62nd Haze 123rd year of Ascendancy at 04:26 see stats
By the Krog Marauder level 23
38th Haze 122nd year of Ascendancy at 09:17 see stats
By the Krog Marauder level 28
1st Decay 122nd year of Ascendancy at 02:51 see stats
By the Krog Marauder level 26
63rd Haze 122nd year of Ascendancy at 02:06 see stats
By the Krog Marauder level 50
22nd Haze 123rd year of Ascendancy at 21:25 see stats
By the Krog Marauder level 46
12nd Dusk 123rd year of Ascendancy at 16:11 see stats
By the Krog Marauder level 42
64th Pyre 123rd year of Ascendancy at 06:18 see stats
By the Krog Marauder level 30
46th Regrowth 123rd year of Ascendancy at 10:31 see stats
By the Krog Marauder level 41
39th Pyre 123rd year of Ascendancy at 02:50 see stats
By the Krog Marauder level 10
4th Mirth 122nd year of Ascendancy at 04:25 see stats
By the Krog Marauder level 20
1st Time of Equilibrium 122nd year of Ascendancy at 18:20 see stats
By the Krog Marauder level 30
7th Regrowth 123rd year of Ascendancy at 08:25 see stats
By the Krog Marauder level 40
37th Pyre 123rd year of Ascendancy at 19:13 see stats
By the Krog Marauder level 50
29th Dusk 123rd year of Ascendancy at 09:15 see stats
By the Krog Marauder level 50
21st Haze 123rd year of Ascendancy at 09:58 see stats
By the Krog Marauder level 30
25th Regrowth 123rd year of Ascendancy at 08:12 see stats
By the Krog Marauder level 50
67th Dusk 123rd year of Ascendancy at 10:40 see stats
By the Krog Marauder level 50
1st Time of Equilibrium 123rd year of Ascendancy at 08:30 see stats
By the Krog Marauder level 27
64th Haze 122nd year of Ascendancy at 01:40 see stats
By the Krog Marauder level 38
29th Pyre 123rd year of Ascendancy at 14:10 see stats
By the Krog Marauder level 50
62nd Haze 123rd year of Ascendancy at 04:25 see stats
By the Krog Marauder level 50
75th Dusk 123rd year of Ascendancy at 19:56 see stats
By the Krog Marauder level 9
3rd Mirth 122nd year of Ascendancy at 07:04 see stats
By the Krog Marauder level 50
20th Haze 123rd year of Ascendancy at 22:27 see stats
By the Krog Marauder level 50
62nd Haze 123rd year of Ascendancy at 04:26 see stats
By the Krog Marauder level 45
1st Flare 123rd year of Ascendancy at 06:53 see stats
By the Krog Marauder level 42
62nd Pyre 123rd year of Ascendancy at 02:00 see stats
By the Krog Marauder level 23
37th Haze 122nd year of Ascendancy at 18:04 see stats
By the Krog Marauder level 15
21st Dusk 122nd year of Ascendancy at 12:13 see stats
By the Krog Marauder level 35
8th Pyre 123rd year of Ascendancy at 09:57 see stats
By the Krog Marauder level 50
79th Dusk 123rd year of Ascendancy at 09:14 see stats
Log
You gain 8.80 gold from the transmogrification of restorative elven-silk cloak (3 def, 0 armour).
You gain 6.81 gold from the transmogrification of voratun waraxe of rage (40-56 power, 6 apr).
You gain 9.05 gold from the transmogrification of blazebringer's voratun waraxe of corruption (41-57 power, 6 apr).
You gain 18.45 gold from the transmogrification of caustic orichalcum trident of rage (54-87 power, 16 apr).
You gain 7.30 gold from the transmogrification of penetrating stralite steamgun.
You gain 9.96 gold from the transmogrification of penetrating dwarven-steel steamgun of piercing.
You gain 5.84 gold from the transmogrification of fungal steel steamgun of cold.
You gain 12.89 gold from the transmogrification of lifebinding dragonbone starstaff of channeling (30-36 power, 6 apr, physical element).
You gain 8.65 gold from the transmogrification of infernal elm vilestaff of wizardry (10-12 power, 2 apr, blight element).
You gain 10.72 gold from the transmogrification of greater dragonbone starstaff of might (30-36 power, 6 apr, darkness element).
You gain 9.45 gold from the transmogrification of mighty drakeskin leather sling of piercing.
You gain 6.51 gold from the transmogrification of thorny mindstar of gales (8-9 power, 24 apr, mind damage).
You gain 25.00 gold from the transmogrification of Flarebrawn (60-85 power, 6 apr).
You gain 10.55 gold from the transmogrification of warbringer's dwarven-steel longsword of the mystic (22-31 power, 4 apr).
You gain 10.61 gold from the transmogrification of caustic voratun longsword of amnesia (42-58 power, 6 apr).
You gain 12.73 gold from the transmogrification of plaguebringer's voratun greatsword of shearing (62-98 power, 4 apr).
You gain 4.87 gold from the transmogrification of arcing stralite greatsword of crippling (48-76 power, 3 apr).
You gain 7.33 gold from the transmogrification of arcing dwarven-steel greatsword of ruin (36-58 power, 2 apr).
You gain 25.00 gold from the transmogrification of Duskthorn the voratun greatsword (60-97 power, 4 apr).
You gain 11.48 gold from the transmogrification of truestriking voratun greatmaul of shearing (69-104 power, 4 apr).
You gain 25.00 gold from the transmogrification of Flashquench the voratun greatmaul (88-133 power, 4 apr).
You gain 6.80 gold from the transmogrification of flaming voratun battleaxe of crippling (56-84 power, 4 apr).
You gain 11.33 gold from the transmogrification of rogue's voratun ring of luminosity.
You gain 4.45 gold from the transmogrification of marksman's voratun ring of the mind (+17%).
You gain 0.67 gold from the transmogrification of manasurge rune (regen 1196% over 10 turns; mana 60; cd 14).
You gain 1.50 gold from the transmogrification of wild infusion of the psychic (res 47%; mental; dur 2; cd 13).
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.