











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! 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. Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | quick |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Writhing One |
| Level / Exp | 50 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by The Possessed at level 5 on the 44th Quantumnal 1337th year of Ascendancy at 03:02 0 / 8Killed by Eilinith the giant yellow ant at level 18 on the 49th Quantumnal 1337th year of Ascendancy at 15:40 Killed by snow giant boulder thrower at level 19 on the 51st Quantumnal 1337th year of Ascendancy at 06:53 Killed by Lord of Skulls (warrior) at level 32 on the 55th Quantumnal 1337th year of Ascendancy at 20:40 Killed by Lord of Skulls (warrior) at level 32 on the 55th Quantumnal 1337th year of Ascendancy at 21:48 Killed by armoured skeleton warrior at level 32 on the 56th Quantumnal 1337th year of Ascendancy at 02:09 Killed by armoured skeleton warrior at level 46 on the 61st Quantumnal 1337th year of Ascendancy at 06:10 Killed by Adovea the Neverdead at level 50 on the 62nd Quantumnal 1337th year of Ascendancy at 18:00 |
Primary Stats
| Strength | 83 (base 60) |
| Dexterity | 35 (base 10) |
| Constitution | 84 (base 60) |
| Magic | 82 (base 60) |
| Willpower | 24 (base 10) |
| Cunning | 74 (base 48) |
Resources
| Life | -114/1648 |
| Insanity | 99/100 |
| Healing Factor | 1.5376823682619 |
| Regeneration | 14.223561906422 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +61.317881892242% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 5 |
| Infravision | 10 |
| See Stealth | 57.479837882507 |
| See Invisible | 57.479837882507 |
Offense: Mainhand
| Damage | 174 |
| Accuracy | 60 |
| Crit Chance | 39% |
| APR | 52 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +66% |
| Temporal | +6% |
| Blight | +30% |
| Fire | +9% |
| Cold | +20% |
| All | 0% |
Offense: Damage Penetration
| Acid | +25% |
| Physical | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 48 (50%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 51 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 45%( 70%) |
| Arcane | + 53%( 70%) |
| Cold | + 68%( 70%) |
| All | + 37%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 48%( 70%) |
| Temporal | + 60%( 70%) |
| Fire | + 49%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 62% |
| Disarm Resistance | 40% |
| Knockback Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 510 damage for 5 turns. Its effects scale with your Magic 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 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 218 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 505 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Demented / Path of horror | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Demented / Horrific body | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Slow death | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | active |
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. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. You have overcome the depths, but there are many trials still ahead. You survived the wilderness and have recovered some of your past power, but your memories still elude you. You defeated a powerful necromancer and his undead legion. The Keepers say this was a vital juncture, but your thread is not safe yet. You defeated a host of orcs. Another lies ahead. You defeated another host of orcs. Ahead lies your fate. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | active |
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 |
Equipment
| On feet | Ulerin the pair of dwarven-steel boots (0 def, 6 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Mov.spd +10% Apr +6 ----- def ----- Armour +6 Fatigue -3% Resists +9% light Phys.save +12 (+4 eff.) Mind.save +19 (+6 eff.) Max.HP +41.00 Heal.mod +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | self-loading quiver of ash arrows (20/20, 21-29 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 20 Rld cld 3 Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp of the moons1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Resists +8% light Affinity +5% darkness ---------- misc Light +4 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 288.37 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | Prox's Lucky Halfling Foot2.0 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. |
| On fingers | Velemira0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +7 Mag +7 Wil +6 Con dps ---------- Crit.mult +10.00% Phys.pwr +15 (+3 eff.) Spell.pwr +13 (+3 eff.) Dmg.mod +12% blight Melee Ret 8 blight ----- def ----- Fatigue -9% Resists +9% blight Spell.save +3 (+1 eff.) ---------- misc Max.enc +39 Rings make your fingers look great! |
| On fingers | Yes ring0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Dmg.mod +6% temporal +19% darkness +9% fire Res.pen +25% acid Melee Ret 2 temporal ----- def ----- Resists +6% acid +6% fire +38% darkness Mind.save +13 (+4 eff.) HP.reg +7.00 Confus- +32% Stun/Frz- +35% Rings make your fingers look great! |
| Around waist | Porobrera the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Dex +3 Wil +4 Cun +6 Lck dps ---------- Crit.mult +5.00% ----- def ----- Resists +3% blight +3% fire +6% temporal +9% cold Stealth +7 ---------- misc T.Disarm +8 Light +3 Infravis +4 A belt that goes around your waist. |
| In main hand | Razorblade, the Cursed Waraxe (38-53 power, 16 apr)3.0 T5 waraxe 1H weapon [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+10 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
| Main armor | Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Cun +5 Mag dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+6 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 36, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
| Cloak | Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+4 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Around neck | wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Inventory
Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
heroism infusion (die at -800; dur 6; cd 24)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -800 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 1600 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 720%; cd 18)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 720% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune (absorb 286; dur 6; cd 15)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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 286 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of the eclipse0.1 T1 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 6 light 6 darkness Dmg.mod +6% light +6% darkness On Melee Ret: * 5% chance to reduce damage dealt by 18% * 6% chance to blind Amulets make your neck look great! |
enraging gold amulet of cunning (+5)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun dps ---------- Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +7% physical Amulets make your neck look great! |
enraging voratun amulet of vision0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +8% physical ----- def ----- Blind- +24% ---------- misc Infravis +7 Sight +2 See.Invis +10 Amulets make your neck look great! |
mule's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Fatigue -5% Resists +20% darkness ---------- misc Max.enc +21 Rings make your fingers look great! |
Mayuth the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Spell.crit +2% Phasing +10% Acc +9 (+2 eff.) Apr +9 Melee Ret 4 arcane 6 blight ----- def ----- Defense +21 (+7 eff.) Die.at -60.00 life Pinning- +20% ---------- misc Vim/s.crit +2.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
sneakthief's steel ring of corrosion (+20%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +10% acid Acc +6 (+1 eff.) ----- def ----- Resists +20% acid Rings make your fingers look great! |
Ring of the War Master0.1 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. |
sneakthief's voratun ring of luminosity0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Dex +4 Mag +6 Cun dps ---------- Melee+ 26 light Ranged+ 17 light Dmg.mod +19% light Acc +15 (+4 eff.) Rings make your fingers look great! |
Flashfear the dragonbone vilestaff (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +28 (+7 eff.) Dmg.mod +30% lightning +6% temporal +30% fire +30% arcane +30% cold Res.pen +10% fire Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Hardiness +12% Resists +15% lightning +3% temporal +15% fire +15% arcane +15% cold Phys.save +10 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Layymina the Deepsvagrant (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Spell.pwr +47 (+11 eff.) Dmg.mod +12% arcane +30% fire Res.pen +10% arcane ---------- misc Mana/turn +0.41 Max.P.En +10.00 Max.N.En +10.00 Infravis +3 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff of wizardry (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +20 (+5 eff.) Dmg.mod +30% fire ---------- misc Max.mana +88.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone starstaff of illumination (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Nature Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +21 (+5 eff.) Dmg.mod +30% darkness ----- def ----- Defense +10 (+3 eff.) HP.reg +1.40 Heal.mod +17% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.1 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 93.91 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone magestaff of channeling (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +5% Spell.pwr +38 (+9 eff.) Melee+ 34 arcane Dmg.mod +30% cold ---------- misc Mana/turn +0.29 Max.mana +58.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
arcing voratun battleaxe of projection (58-86 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Arcane/Psionic Power 57.5 - 86.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 106 damage Massive two-handed battleaxes. |
enhanced voratun battleaxe of massacre (73-110 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Nature/Master Power 73.0 - 109.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +9 Str +12 Dex +16 Mag +12 Wil +14 Cun +19 Con Massive two-handed battleaxes. |
stormbringer's voratun battleaxe of rage (56-84 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 56.0 - 84.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +44 lightning +33 cold While equipped: Stats +7 Str dps ---------- Mov.spd +59% Dmg.mod +21% physical Res.pen +28% lightning +34% cold Acc +14 (+3 eff.) Massive two-handed battleaxes. |
warbringer's dwarven-steel greatsword (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 35.5 - 56.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +12% physical ----- def ----- Disarm- +14% Massive two-handed swords. |
Borosk's Hate (60-96 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Punae's Blade (46-64 power, 4 apr)3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+13 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
balanced stralite mace of the mystic (36-50 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Arcane/Master Power 35.5 - 49.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.pwr +9 (+2 eff.) Acc +9 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +28% Blunt and deadly. |
quick voratun waraxe of crippling (38-53 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Master Power 38.0 - 53.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Dex dps ---------- Phys.crit +10.0% Phys.spd +10% Acc +24 (+6 eff.) One-handed war axes. |
enhanced voratun dagger (38-49 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature Power 38.0 - 49.4 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +8 Str +5 Dex +8 Mag +8 Wil +4 Cun +9 Con Sharp, short and deadly. |
truestriking voratun dagger of dampening (39-51 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Disrupt/Master Power 39.0 - 50.7 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +13 (+3 eff.) Apr +10 ----- def ----- Resists +8% acid +14% lightning +12% cold +9% fire +2% all Spell.save +11 (+3 eff.) Sharp, short and deadly. |
voratun dagger of crippling (38-49 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Power 37.5 - 48.8 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Sharp, short and deadly. |
living mindstar of disruption (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Disrupt Power 16.0 - 17.6 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +26% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
steady dragonbone longbow of lightning4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +26 lightning While equipped: dps ---------- Phys.crit +11.0% Dmg.mod +23% lightning Acc +15 (+4 eff.) Longbows are used to shoot arrows at your foes. |
quiver of dragonbone arrows of crippling (22/22, 55-77 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Master Power 55.0 - 77.0 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +18.0% Capacity 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
chilling pouch of steel shots (17/17, 22-26 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 22.0 - 26.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +10 cold Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of grasping (21/21, 54-64 power, 5 apr)3.0 T4 shot ammo [Ego++] Nature/Master Power 53.5 - 64.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 21 On Hit: * 20% chance to create vines that bind the target to the ground dealing 132 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
reinforced voratun shield (0 def, 16 armour, 277.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +16 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
focusing silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) S.pwr/crit +4 ----- def ----- Resists +13% all Silence- +37% ---------- misc Mana/turn +0.29 Psi/turn +0.27 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +5 Str +6 Mag +6 Wil dps ---------- Dmg.mod +19% lightning +17% physical +17% cold ----- def ----- Resists +10% lightning +15% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe of Linaniil (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +7 Cun dps ---------- Spell.crit +6% Crit.mult +16.00% Spell.pwr +26 (+6 eff.) ----- def ----- Resists +15% all ---------- misc Mana/turn +0.35 Hate/m.crit +3.00 Psi/m.crit +4.00 Max.mana +79.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Normal] While equipped: ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% A suit of armour made of leather. |
prismatic drakeskin leather armour of thunder (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane While equipped: Stats +10 Str +7 Mag +7 Wil dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +7% Phys.pwr +19 (+4 eff.) Spell.pwr +18 (+4 eff.) Mind.pwr +14 (+7 eff.) ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +16% lightning +17% light +15% darkness A suit of armour made of leather. |
searing drakeskin leather armour of Toknor (20 def, 8 armour)9.0 T5 light armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +19.00% Phys.pwr +8 (+2 eff.) Melee+ 12 acid 17 fire Melee Ret 13 acid 14 fire ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +19% acid +18% fire A suit of armour made of leather. |
prismatic steel mail armour of thunder (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Str +4 Mag +5 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Phys.pwr +10 (+2 eff.) Spell.pwr +11 (+2 eff.) Mind.pwr +12 (+6 eff.) ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +11% lightning +12% light +12% darkness A suit of armour made of mail. |
monstrous drakeskin leather belt of dampening1.0 T5 belt armor [Ego++] Nature While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Resists +8% acid +8% fire +7% lightning +8% cold Phys.save +10 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
nightruned drakeskin leather belt of containment1.0 T5 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +12% light +11% darkness Anom.red +16 Max.HP +103.00 ---------- misc Max.mana +72.00 Max.stam +53.00 Max.hate +16.00 Max.psi +31.00 Max.vim +39.00 Max.P.En +33.00 Max.N.En +36.00 A belt that goes around your waist. |
resilient linen cloak of the hunter (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +17 (+4 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -4% Max.HP +82.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Master While equipped: Stats +2 Str +4 Con ----- def ----- Defense +3 (+1 eff.) Phys.save +5 (+2 eff.) Max.HP +61.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's elven-silk cloak of Iron Throne (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Master While equipped: Stats +7 Str +6 Con ----- def ----- Defense +3 (+1 eff.) Phys.save +13 (+5 eff.) Max.HP +62.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Normal] While equipped: ----- def ----- Armour +5 A pair of boots made of leather. |
Elama the Tiderend (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue +2% Resists +6% lightning +3% cold +3% light Spell.save +15 (+5 eff.) ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
reinforced pair of voratun boots of evasion (11 def, 13 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master While equipped: ----- def ----- Armour +13 Defense +11 (+3 eff.) Fatigue +4% Resists +14% acid +8% fire +10% lightning +8% cold Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 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 25% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dairezilachak (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Melee+ 9 acid Dmg.mod +6% acid ----- def ----- Armour +2 Resists +18% acid +3% cold ---------- misc Max.hate +8.00 Max.psi +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of magic (+4) (0 def, 7 armour)1.0 T4 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Dmg.mod +7% arcane ----- def ----- Armour +7 Mind.save +13 (+4 eff.) Max.HP +73.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal drakeskin leather gloves of spellstriking (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +7 Mag +6 Wil dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 12 arcane 11 temporal Ranged+ 15 temporal Dmg.mod +7% arcane +3% temporal ----- def ----- Armour +3 Resists +7% arcane +12% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
werebeast's drakeskin leather cap of fortune (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature While equipped: Stats +4 Str +4 Dex +4 Cun +7 Con +8 Lck dps ---------- Phys.crit +3.0% Spell.crit +5% Mind.crit +6% ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
defender's voratun helm of might (6 def, 11 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +5% Resists +4% all Phys.save +10 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's voratun helm of trickery (0 def, 8 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +5 Dex dps ---------- Apr +5 ----- def ----- Armour +8 Fatigue +5% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's voratun helm of trickery (0 def, 8 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Apr +7 ----- def ----- Armour +8 Fatigue +5% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 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. |
zircon0.0 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. |
2 aquamarine0.0 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. |
3 opal0.0 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
8 amethyst0.0 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
3 emerald0.0 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. |
quartz0.0 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. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 amber0.0 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. |
diamond0.0 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. |
4 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 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. |
Prothotipe's Prismatic Eye0.0 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. |
68 alchemist agate0.0 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Sunspike'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% Res.pen +5% nature +15% fire ----- def ----- Resists +3% fire Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mummified Egg-sac of Ungolë2.0 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. |
Tooth of the Mouth (dig speed 12 turns)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. |
voratun pickaxe of Reknor (dig speed 13 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Resists +8% darkness +8% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of endurance (dig speed 20 turns)3.0 T5 digger tool [Ego] Master While equipped: Stats +5 Str ----- def ----- Fatigue -6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)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. |
Elemental Orb (Orb of Command)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. |
Orb of Destruction (Orb of Command)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. |
Orb of Undeath (Orb of Command)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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)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. |
evasive dragonbone totem of healing [power 464] (15 cooldown)2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 464 Puts all charms on 15 cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending dragonbone totem of stinging [power 398] (15 cooldown)2.0 T5 totem charm [Ego+] Nature Sting an enemy dealing 398 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
soothing elven-wood wand of shielding [power 362] (20 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 362 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 94. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle"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. |
Achievements
A Twist of Fate
Requisition an item from the Fate TwisterBy aaaa the Higher Writhing One level 45
60th Quantumnal 1337th year of Ascendancy at 19:54 see stats
Exterminator
Killed 1000 creatures.By aaaa the Higher Writhing One level 47
61st Quantumnal 1337th year of Ascendancy at 14:01 see stats
Level 10
Got a character to level 10.By aaaa the Higher Writhing One level 10
45th Quantumnal 1337th year of Ascendancy at 01:41 see stats
Level 20
Got a character to level 20.By aaaa the Higher Writhing One level 20
51st Quantumnal 1337th year of Ascendancy at 07:31 see stats
Level 30
Got a character to level 30.By aaaa the Higher Writhing One level 30
53rd Quantumnal 1337th year of Ascendancy at 21:37 see stats
Level 40
Got a character to level 40.By aaaa the Higher Writhing One level 40
58th Quantumnal 1337th year of Ascendancy at 17:29 see stats
Level 50
Got a character to level 50.By aaaa the Higher Writhing One level 50
62nd Quantumnal 1337th year of Ascendancy at 13:58 see stats
Size is everything
Did over 1500 damage in one attack.By aaaa the Higher Writhing One level 35
56th Quantumnal 1337th year of Ascendancy at 16:35 see stats
Size matters
Did over 600 damage in one attack.By aaaa the Higher Writhing One level 18
49th Quantumnal 1337th year of Ascendancy at 11:43 see stats
Treasure Hunter
Amassed 1000 gold pieces.By aaaa the Higher Writhing One level 36
56th Quantumnal 1337th year of Ascendancy at 21:22 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By aaaa the Higher Writhing One level 32
56th Quantumnal 1337th year of Ascendancy at 03:06 see stats
You were not supposed to see that!
Read a Forbidden Tome.By aaaa the Higher Writhing One level 44
59th Quantumnal 1337th year of Ascendancy at 23:55 see stats
Log
The shadows converge on aaaa!
Aaaa stops regenerating health quickly.
Ghoul's purging blight area effect hits aaaa for 30 blight damage.
Armoured skeleton warrior receives 77 healing from Ghoul's purging blight area effect.
Shadow receives 95 healing from Ghoul's purging blight area effect.
Shadow receives 95 healing from Ghoul's purging blight area effect.
Adovea the Neverdead receives 92 healing from Ghoul's purging blight area effect.
Shadow receives 95 healing from Ghoul's purging blight area effect.
Aaaa is no longer pinned.
Talent Vitality is ready to use.
Talent Lash Out is ready to use.
Talent Constrict is ready to use.
Shadow casts Shadow Flames.
aaaa drains life from Shadow!
Shadow casts Fade.
Shadow fades!
Shadow casts Fade.
Shadow fades!
aaaa drains life from Adovea the Neverdead!
aaaa drains life from Armoured skeleton warrior!
Shadow hits aaaa for 109 fire, 6 healing (109 total damage) [6 healing].
aaaa receives 4 healing from Armoured skeleton warrior.
aaaa hits Shadow for 37 fire damage.
aaaa hits Armoured skeleton warrior for 27 fire damage.
aaaa hits Shadow for 0 fire damage.
aaaa hits Shadow for 0 fire damage.
aaaa hits Adovea the Neverdead for 6 fire damage.
Adovea the Neverdead strikes aaaa in the darkness (+59% damage).
Adovea the Neverdead hits aaaa for 146 darkness damage.
aaaa the level 50 higher writhing one was darkened to death by Adovea the Neverdead on level 1 of Slime Tunnels.
=====================
QUICK Campaign Zones
=====================
Ruins of Kor'Pul: Hideout
The Deep Bellow
Sandworm lair
Daikara: Volcano
Dreadfell
Gorbat Pride
Rak'shor Pride
Finale
=====================
QUICK Campaign Perks
=====================
1: Refused Reward
2: Talents: Vitality/Unflinching Resolve
3: Artifact: Prox's Lucky Halfling Foot
4: Sandqueen Heart: Normal
5: Immunity: Confusion
6: Finale: Increased Resistances
7: Infusion: Heroism
8: Alchemists: Elixir of Invulnerability






































































































































