











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Embers of Rage 1.7.0Official 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:
Ashes of Urh'Rok 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.0Official 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 / 1774% |
Size | big |
Lifes / Deaths | Killed by Saluseta the copperhead snake at level 22 on the 57th Haze 122nd year of Ascendancy at 12:28 / 2Killed by High Sun Paladin Aeryn at level 50 on the 8th Allure 124th year of Ascendancy at 07:53 |
Antimagic | Follower |
Primary Stats
Strength | 107 (base 62) |
Dexterity | 84 (base 63) |
Constitution | 71 (base 47) |
Magic | 29 (base 9) |
Willpower | 66 (base 21) |
Cunning | 90 (base 38) |
Resources
Life | 1918/1918 |
Stamina | 347/347 |
Equilibrium | 30 |
Healing Factor | 1.541801953332 |
Regeneration | 31.221489554974 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 5 |
See Stealth | 47.715056002026 |
See Invisible | 47.715056002026 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 166 |
Accuracy | 70 |
Crit Chance | 101% |
APR | 89 |
Speed | 0.91 |
Offense: Offhand
Damage | 138 |
Accuracy | 70 |
Crit Chance | 98% |
APR | 86 |
Speed | 0.91 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 49% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +19% |
Physical | +82% |
Nature | +35% |
Arcane | +28% |
Darkness | +20% |
All | +7% |
Offense: Damage Penetration
Nature | +41% |
Physical | +69% |
Mind | +21% |
All | +11% |
Defense: Base
Armour (hardiness) | 50 (77.155997060385%) |
Defense | 80 |
Ranged Defense | 80 |
Fatigue | 0 |
Physical Save | 49 |
Spell Save | 48 |
Mental Save | 59 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 22%( 70%) |
All | + 17%( 70%) |
Lightning | + 27%( 70%) |
Light | + 24%( 70%) |
Temporal | + 47%( 70%) |
Physical | + 68%( 70%) |
Darkness | + 43%( 70%) |
Fire | + 29%( 70%) |
Mind | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Pinning Resistance | 100% |
Disarm Resistance | 64% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 672 life over 5 turns. 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 mental and magical effect and reduce all damage taken by 36% 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: 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 970% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
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 physical effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Trained Reactions |
talent | Antimagic Shield |
beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 161 - 225 Accuracy: 86 (knife) APR: 90 Crit Chance: +111% Crit mult: 345% Uses Stats: 70% Dex, 50% Str |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 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 Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Markku. Escort: repented thief (level 1 of Dreadfell) | failed |
You failed to protect the repented thief from death by Cultist. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2092. | 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, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 Maj'Eyal 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 (+1 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 T3 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Res.pen +11% all Apr +10 On Hit (Melee): * 20% chance to slow global speed by 64% ----- def ----- Resists +6% acid +3% temporal +12% darkness ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +6 Cun +5 Str dps ---------- Phys.crit +2.0% Mind.crit +6% Phys.pwr +10 (+2 eff.) Mind.pwr +28 (+7 eff.) Dmg.mod +13% darkness +13% physical Melee Ret 6 fire ----- def ----- Defense +2 (+0 eff.) Resists +10% darkness +11% physical Die.at -80.00 life ---------- misc Max.hate +11.00 A pointy cloth hat, very wizardly... This object's appearance was changed to Steel Helm of Garkul. |
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 142% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical 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 208.64 arcane damage and stunned). Uses 82 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 T3 totem charm [Rare] Nature While equipped: ----- def ----- Armour +14 Resists +6% blight Spell.save +18 (+6 eff.) Max.HP +100.00 HP.reg +4.00 Confus- +20% Pinning- +20% Harden the skin for 7 turns increasing armour by 49 and armour hardiness by 50% Puts all charms on 17 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex dps ---------- Acc +20 (+5 eff.) ----- def ----- Resists +3% blight +15% fire +6% cold Phys.save +3 (+1 eff.) Mind.save +12 (+3 eff.) Max.HP +199.00 HP.reg +16.00 Heal.mod +16% Disarm- +34% Pinning- +44% Stun/Frz- +20% Knockbk- +26% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Phys.crit +3.0% Crit.mult +20.00% Mind.pwr +10 (+2 eff.) Dmg.mod +24% physical Res.pen +15% physical ----- def ----- Resists +19% physical ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +6% arcane +8% physical Melee Ret 4 cold ----- def ----- Resists +30% mind +18% temporal Confus- +50% Pinning- +45% Knockbk- +45% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.12 Amulets make your neck look great! |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Master Power 161% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +16 lightning While equipped: dps ---------- Phys.crit +28.0% Crit.mult +51.00% Dmg.mod +12% lightning +15% arcane Apr +25 ----- def ----- Resists +5% arcane Sharp, short and deadly. This object's appearance was changed to The Black Spike. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Dex +13 Wil +13 Cun dps ---------- Crit.mult +15.00% Phys.pwr +5 (+1 eff.) Res.pen +10% mind Against +44% Summoned On Hit (Melee): * 20% chance to reduce all saves and defense by 36 ----- def ----- Resists +12% lightning +12% temporal D.Red.from +36% Summoned Phys.save +12 (+4 eff.) Spell.save +18 (+6 eff.) Mind.save +20 (+5 eff.) A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 waraxe 1H weapon [Random Unique] Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +4 nature While equipped: Stats +5 Con dps ---------- Phys.crit +13.0% Crit.mult +26.00% Phys.pwr +14 (+3 eff.) Dmg.mod +3% nature Res.pen +5% nature +28% physical Acc +24 (+6 eff.) Apr +26 Melee Ret 8 nature ----- def ----- Resists +9% blight +3% temporal +9% light Disarm- +30% One-handed war axes. This object's appearance was changed to The Black Spike. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Nature While equipped: Stats +11 Mag +2 Con ----- def ----- Defense +3 (+0 eff.) Resists +9% darkness Crit.dmg- 15.00% Phys.save +9 (+3 eff.) Mind.save +15 (+4 eff.) Die.at -50.00 life ---------- misc Light +3 Infravis +2 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 [Rare] Nature While equipped: Stats +2 Dex dps ---------- Crit.mult +20.00% Phys.pwr +25 (+5 eff.) Dmg.mod +15% physical Res.pen +15% physical Melee Ret 10 acid 6 fire ----- def ----- Armour +8 Defense +45 (+9 eff.) Fatigue +8% Max.HP +60.00 A suit of armour made of leather. This object's appearance was changed to drakeskin leather armour. |
Inventory
![]() 0.1 infusion scroll [Normal] 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 instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. 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 instantly heal yourself for 261 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 774% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 45% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1494% for 10 turns (18 total) and instantly restoring 75 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +20 (+4 eff.) Dmg.mod +6% physical ----- def ----- Resists +11% temporal Phys.save +6 (+2 eff.) Pinning- +22% Knockbk- +23% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% blight +27% acid Melee Ret 10 acid 4 blight ----- def ----- Resists +6% lightning +26% light +26% darkness Spell.save +9 (+3 eff.) HP.reg +4.00 Blind- +68% Disease- +21% Disarm- +21% 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 30 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (112). 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 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: dps ---------- Crit.mult +15.00% Dmg.mod +15% temporal Acc +10 (+2 eff.) Apr +20 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +30% lightning +14% physical +5% arcane +9% temporal Stun/Frz- +38% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +17 Dex +7 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -7% HP.reg +3.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +9 (+3 eff.) Max.HP +100.00 HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 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 (+4 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 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Apr +1 ----- def ----- Defense +20 (+4 eff.) Resists +6% blight +6% nature +6% light Die.at -20.00 life Poison- +13% Disease- +12% 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 (+3 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 T3 ring jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Crit.mult +20.00% Mind.pwr +5 (+1 eff.) Res.pen +5% acid ----- def ----- Phys.save +10 (+3 eff.) ---------- misc Max.hate +10.00 Rings make your fingers look great! |
![]() 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 T5 ring jewelry [Ego+] Master While equipped: Stats +9 Str +10 Con dps ---------- Phys.pwr +13 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +5% arcane +9% light +6% nature Crit.dmg- 5.00% Phys.save +15 (+5 eff.) Mind.save +6 (+2 eff.) HP.reg +6.00 Stun/Frz- +51% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +1 Con ----- def ----- Spell.save +17 (+6 eff.) Max.HP +82.00 HP.reg +12.00 Heal.mod +20% ---------- misc Max.stam +34.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Armour +4 Resists +4% all Max.HP +78.00 HP.reg +11.00 Heal.mod +15% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all ----- def ----- Max.HP +99.00 HP.reg +13.00 Heal.mod +18% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +75.00 HP.reg +20.00 Heal.mod +16% Rings make your fingers look great! |
![]() 1.0 T4 dagger 1H weapon [Unique] Psionic Power 144% Range: 1.3x Uses 55% Dex, 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Master Power 179% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +21% physical Acc +31 (+8 eff.) Apr +17 Massive two-handed mauls. |
![]() 3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 138% Range: 1.4x Uses 20% Wil, 90% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+6 eff.) Mind.save +0 (+0 eff.) Confus- +30% Stun/Frz- +10% ---------- misc Masteries +0.00(-) Race/Krog It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. This object's appearance was changed to Blood-Edge. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +25 (+6 eff.) Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 138% Range: 1.4x Uses 20% Cun, 90% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight Mind.save +0 (+0 eff.) ---------- misc Masteries +0.00(-) Race/Krog It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
![]() 3.0 T5 mace 1H weapon [Ego+] Nature Power 156% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +88 fire While equipped: dps ---------- All.spd +10% Res.pen +25% fire Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Nature/Master Power 168% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +90 fire While equipped: dps ---------- All.spd +11% Res.pen +25% fire Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Master Power 171% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +23 (+6 eff.) Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 158% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +18 blight On Hit.r1 +17 fire On Hit: 20% Epidemic 5 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 7 While equipped: Stats +4 Cun +9 Str dps ---------- Crit.mult +20.00% Dmg.mod +9% darkness +13% physical Res.pen +10% mind Acc +17 (+4 eff.) ----- def ----- Disease- +15% ---------- misc Max.hate +2.00 Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature Power 116% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 19 acid Dmg.mod +20% acid +10% nature Res.pen +17% acid +9% nature ----- def ----- Resists +19% acid +10% nature HP.reg +5.00 ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +21.0% Acc +29 (+7 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane 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 (+10 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 164 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] Master Power 166% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 mind On Hit.r1 +12 cold On Crit.r2 +12 cold On Crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Con dps ---------- Phys.crit +13.0% Phys.pwr +29 (+6 eff.) Dmg.mod +9% mind Res.pen +10% cold +15% physical ----- def ----- Resists +6% mind +9% cold Disarm- +28% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 167% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 7 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Str +10 Dex +9 Mag +9 Wil +8 Cun +11 Con dps ---------- Phys.crit +9.0% Res.pen +25% blight ----- def ----- Resists +15% fire One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master/Psionic Power 151% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 darkness Against +15% Living On Crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +15 (+3 eff.) One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Disrupt/Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Deals 105 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +15.0% Crit.mult +35.00% Apr +13 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +25 (+6 eff.) Apr +15 One-handed war axes. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.2 Pwr.cost 25 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 50 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 T3 belt armor [Random Unique] Master While equipped: Stats +5 Dex +6 Wil +9 Cun +8 Lck dps ---------- Dmg.mod +6% temporal Against +26% Summoned Melee Ret 2 temporal ----- def ----- Resists +16% fire +19% cold D.Red.from +24% Summoned Stealth +10 HP.reg +4.00 Disarm- +10% Pinning- +10% ---------- misc T.Disarm +15 Infravis +5 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Phys.crit +19.0% Mind.crit +14% Crit.mult +15.00% Dmg.mod +6% physical +6% cold Apr +3 Melee Ret 4 physical ----- def ----- Defense +10 (+2 eff.) Resists +18% cold ---------- misc See.Invis +15 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Arcane/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Spell.pwr +11 (+3 eff.) Against +42% Summoned ----- def ----- D.Red.from +44% Summoned Mind.save +15 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Phys.crit +3.0% Crit.mult +16.00% Phys.pwr +3 (+1 eff.) Dmg.mod +18% fire Acc +8 (+2 eff.) Apr +6 ----- def ----- Defense +2 (+0 eff.) Fatigue -4% Resists +21% fire Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Cloak of Deception. |
![]() 2.0 T5 cloak armor [Rare] Arcane While equipped: dps ---------- Crit.mult +20.88% Dmg.mod +9% blight +12% physical Res.pen +15% acid +10% physical +15% fire Apr +5 ----- def ----- Defense +3 (+0 eff.) Resists +4% physical Spell.save +15 (+5 eff.) Mind.save +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+5 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+2 eff.) Resists +10% darkness +10% mind Mind.save +10 (+3 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +2% physical +16% blight +30% fire +21% nature +6% cold HP.reg +7.00 Heal.mod +15% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +25% acid +25% physical +24% fire +25% cold ----- def ----- Resists +20% acid +16% physical +19% darkness +20% cold +17% fire +15% mind +15% all Phys.save +20 (+7 eff.) Spell.save +20 (+7 eff.) Mind.save +35 (+9 eff.) ---------- misc Cooldown Refit Golem -6 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Spell.crit +15% Mind.crit +6% Spell.pwr +30 (+8 eff.) Mind.pwr +4 (+1 eff.) ----- def ----- Resists +15% all Mind.save +28 (+7 eff.) ---------- misc Mana/turn +0.36 Max.mana +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +16 Mag +6 Wil dps ---------- Spell.pwr +20 (+5 eff.) S.pwr/crit +7 Dmg.mod +30% light ----- def ----- Armour +8 Defense +8 (+1 eff.) Resists +15% darkness +15% light +15% all Max.HP +69.00 Silence- +50% ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +9 Con dps ---------- Dmg.mod +24% nature ----- def ----- Resists +19% blight +15% all Max.HP +96.00 HP.reg +6.00 Heal.mod +30% Poison- +50% Disease- +48% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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 (+0 eff.) Fatigue +8% Spell.save +10 (+4 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 27 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. This object's appearance was changed to Steam Powered Boots. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +4% Resists +11% fire +14% cold ---------- misc Stam/turn +1.30 Max.stam +39.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego+] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -10% Max.HP +60.00 ---------- misc Stam/turn +0.90 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +2 Dex +2 Mag +2 Wil +3 Cun dps ---------- Phys.crit +5.0% Phys.pwr +3 (+1 eff.) Apr +5 ----- def ----- Armour +4 Fatigue -2% Resists +11% fire +6% cold Phys.save +7 (+2 eff.) ---------- misc Max.enc +29 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +3 Dex +2 Wil +3 Con +7 Lck dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Mind.pwr +6 (+1 eff.) Res.pen +5% acid +7% physical Apr +5 On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Armour +3 Resists +6% acid Stealth +7 Blindside: Puts all charms on 21 cooldown Level 3.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+1 eff.) Res.pen +15% physical ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+1 eff.) Res.pen +15% physical ----- def ----- Armour +5 Silence- +43% Confus- +50% Stun/Frz- +50% A pair of boots made of leather. |
![]() 1.0 T4 hands armor [Rare] Arcane While equipped: Stats +6 Dex +25 Con dps ---------- Res.pen +25% temporal Acc +25 (+6 eff.) On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +22 Hardiness +15% Defense +31 (+6 eff.) Resists +6% acid +12% physical ---------- misc Stam/turn +3.00 Unarmed combat: Power 135% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 5% Stone Touch 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 119% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical 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 [Rare] Nature While equipped: Stats +8 Wil +9 Con dps ---------- Melee+ 15 physical Dmg.mod +7% physical Melee Ret 6 cold ----- def ----- Armour +13 Fatigue +5% Crit.dmg- 15.00% ---------- misc Infravis +3 See.Invis +21 Unarmed combat: Power 136% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit.r1 +15 physical On Crit.r2 +12 physical On Hit: 10% Sand Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +10 Lck +3 Mag dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% ----- def ----- Armour +3 Fatigue +3% Resists +15% lightning +20% blight Crit.dmg- 15.00% A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +4 Dex +7 Cun +3 Con dps ---------- Dmg.mod +18% lightning +18% physical Acc +24 (+6 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +9 (+1 eff.) Fatigue +4% ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.crit +7.0% Dmg.mod +6% acid ----- def ----- Armour +11 Fatigue +3% Resists +6% cold Phys.save +16 (+5 eff.) Max.HP +60.00 Confus- +20% A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +5% ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +7% temporal +3% physical Phys.save +13 (+4 eff.) Heal.mod +10% Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +8 Dex +6 Wil +11 Cun dps ---------- Mind.crit +3% Crit.mult +20.00% ----- def ----- Armour +5 Fatigue +5% Resists +18% cold Mind.save +18 (+5 eff.) ---------- misc Max.psi +50.00 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +10 Defense +6 (+1 eff.) Fatigue +4% Resists +7% physical +13% darkness +6% cold +13% light +3% all Phys.save +18 (+6 eff.) Mind.save +12 (+3 eff.) ---------- misc Equi/ret +0.12 Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Apr +1 ----- def ----- Armour +3 Defense +25 (+5 eff.) Fatigue +3% Resists +7% lightning +8% temporal +6% light +6% cold +2% physical A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +15% fire +9% cold ----- def ----- Armour +4 Fatigue +4% Resists +9% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Wil +4 Con +8 Lck dps ---------- Phys.crit +4.0% Spell.crit +5% Mind.crit +4% Res.pen +10% fire ----- def ----- Armour +4 Fatigue +4% Resists +10% lightning +11% temporal +10% fire +8% cold Crit.dmg- 10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +17 Str +9 Dex ----- def ----- Armour +5 Fatigue +5% Resists +14% fire +15% cold Crit.dmg- 10.00% HP.reg +4.00 Silence- +20% Confus- +20% Teleport- +20% Skullcr.mult +6 Skullcracker: Puts all charms on 17 cooldown Level 3.9 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 899.9 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T5 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +19% cold ----- def ----- Defense +3 (+0 eff.) Resists +10% fire +43% cold A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +15% cold +13% darkness +15% fire Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 25 cooldown Level 4.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 5 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Armour +11 Fatigue +5% ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: Stats +10 Mag ----- def ----- Defense +3 (+0 eff.) Resists +8% lightning +7% temporal +8% light +8% fire +8% nature +7% acid +7% blight +8% cold +8% darkness Spell.save +13 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 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 (+7 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. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +25 Fatigue +12% Resists +20% light +19% darkness Phys.save +12 (+4 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 22 acid 23 fire Melee Ret 13 acid 16 fire ----- def ----- Armour +16 Fatigue +22% Resists +30% acid +30% fire A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 192% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +198 On Hit: * 25% chance to reduce armor by 17% On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +15 (+3 eff.) Melee+ 10 acid Melee Ret 21 acid ----- def ----- Armour +10 Fatigue +8% ---------- 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 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 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 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +1 Dex dps ---------- Phys.crit +7.0% ----- def ----- Resists +9% acid +9% mind +5% arcane Max.HP +60.00 Blind- +20% ---------- misc Infravis +3 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. |
![]() 3.0 T3 digger tool [Random Unique] Master/Psionic While equipped: Stats +6 Str +2 Mag +2 Con dps ---------- Dmg.mod +10% mind +10% fire Apr +6 Melee Ret 6 arcane ----- def ----- Mind.save +9 (+2 eff.) ---------- misc Mana/turn +0.04 Mana/s.crit +1.00 Light +3 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 cooldown Level 3.9 Pwr.cost 22 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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 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 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 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 (+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. |
![]() 1.0 T5 lite [Random Unique] Master/Psionic While equipped: Stats +7 Wil dps ---------- Dmg.mod +13% mind Res.pen +21% all Apr +19 ----- def ----- Resists +6% lightning +6% mind Cut- +10% Teleport- +20% ---------- misc Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +15 (+5 eff.) Blind- +50% Confus- +28% ---------- misc Light +11 See.Stealth +20 See.Invis +19 Track: Puts all charms on 33 cooldown Level 6.5 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 35 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. |
![]() 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 9 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 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 426.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 21 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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 [Rare] Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +30 (+6 eff.) Acc +30 (+7 eff.) Apr +4 ----- def ----- Resists +9% lightning Die.at -80.00 life Blast the opponent's mind dealing 396 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +9% darkness Crit.dmg- 15.00% Silence- +20% Disarm- +20% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to heal for 34. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 99 for 5 turns Puts all charms on 21 cooldown 100% to gain a 27% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +2 Str +2 Dex dps ---------- Crit.mult +15.00% Dmg.mod +9% cold +6% physical Melee Ret 4 blight ----- def ----- Armour +12 Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 13 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Spell.crit +2% Res.pen +5% arcane +10% blight ----- def ----- Resists +3% blight Max.HP +100.00 Knockbk- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 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 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Markku the Krog Marauder level 34
47th Pyre 123rd year of Ascendancy at 07:18 see stats
By Markku the Krog Marauder level 48
17th Haze 123rd year of Ascendancy at 23:19 see stats
By Markku the Krog Marauder level 24
66th Haze 122nd year of Ascendancy at 08:57 see stats
By Markku the Krog Marauder level 40
2nd Flare 123rd year of Ascendancy at 09:30 see stats
By Markku the Krog Marauder level 46
1st Time of Equilibrium 123rd year of Ascendancy at 00:19 see stats
By Markku the Krog Marauder level 38
6th Mirth 123rd year of Ascendancy at 19:47 see stats
By Markku the Krog Marauder level 15
1st Time of Equilibrium 122nd year of Ascendancy at 20:28 see stats
By Markku the Krog Marauder level 37
1st Mirth 123rd year of Ascendancy at 21:10 see stats
By Markku the Krog Marauder level 32
39th Pyre 123rd year of Ascendancy at 04:40 see stats
By Markku the Krog Marauder level 50
8th Allure 124th year of Ascendancy at 09:23 see stats
By Markku the Krog Marauder level 21
51st Haze 122nd year of Ascendancy at 10:14 see stats
By Markku the Krog Marauder level 30
3rd Pyre 123rd year of Ascendancy at 04:34 see stats
By Markku the Krog Marauder level 32
40th Pyre 123rd year of Ascendancy at 06:24 see stats
By Markku the Krog Marauder level 50
8th Decay 123rd year of Ascendancy at 13:48 see stats
By Markku the Krog Marauder level 35
66th Pyre 123rd year of Ascendancy at 11:50 see stats
By Markku the Krog Marauder level 10
16th Dusk 122nd year of Ascendancy at 12:50 see stats
By Markku the Krog Marauder level 20
27th Haze 122nd year of Ascendancy at 07:11 see stats
By Markku the Krog Marauder level 30
79th Regrowth 123rd year of Ascendancy at 03:05 see stats
By Markku the Krog Marauder level 40
1st Flare 123rd year of Ascendancy at 20:27 see stats
By Markku the Krog Marauder level 50
40th Haze 123rd year of Ascendancy at 00:30 see stats
By Markku the Krog Marauder level 50
7th Decay 123rd year of Ascendancy at 08:52 see stats
By Markku the Krog Marauder level 24
77th Haze 122nd year of Ascendancy at 09:36 see stats
By Markku the Krog Marauder level 50
46th Haze 123rd year of Ascendancy at 03:46 see stats
By Markku the Krog Marauder level 31
34th Pyre 123rd year of Ascendancy at 09:47 see stats
By Markku the Krog Marauder level 25
24th Regrowth 123rd year of Ascendancy at 22:49 see stats
By Markku the Krog Marauder level 37
2nd Mirth 123rd year of Ascendancy at 00:21 see stats
By Markku the Krog Marauder level 50
8th Allure 124th year of Ascendancy at 09:22 see stats
By Markku the Krog Marauder level 26
51st Regrowth 123rd year of Ascendancy at 05:58 see stats
By Markku the Krog Marauder level 7
9th Dusk 122nd year of Ascendancy at 08:43 see stats
By Markku the Krog Marauder level 48
36th Haze 123rd year of Ascendancy at 20:54 see stats
By Markku the Krog Marauder level 41
17th Dusk 123rd year of Ascendancy at 20:46 see stats
By Markku the Krog Marauder level 22
57th Haze 122nd year of Ascendancy at 00:47 see stats
By Markku the Krog Marauder level 16
11st Haze 122nd year of Ascendancy at 04:25 see stats
By Markku the Krog Marauder level 22
57th Haze 122nd year of Ascendancy at 12:28 see stats
By Markku the Krog Marauder level 33
44th Pyre 123rd year of Ascendancy at 03:36 see stats
Log
You pickup 0.70 gold pieces.
You pickup 1.00 gold pieces.
You pickup 0.80 gold pieces.
Markku picks up ( .): pearl.
Markku picks up (G.): blazebringer's voratun mace of massacre (167% power, 6 apr).
Markku picks up (H.): quick voratun mace of massacre (171% power, 6 apr).
Markku picks up (Y.): dreamer's elven-silk robe of alchemy (0 def, 0 armour).
Markku picks up (P.): inquisitor's voratun waraxe of ruin (151% power, 6 apr).
Markku picks up (z.): voratun ring.
Markku picks up (a.): healing infusion (heal 106; cd 14).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Saving game...
Saving done.
Saving game...
Saving done.
Today is the 9th Allure of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.
Today is the 10th Allure of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.