











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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. 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 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:
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 | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 50 / 3123% |
| Size | medium |
| Lifes / Deaths | Killed by Yvuma the large white snake at level 17 on the 30th Dusk 122nd year of Ascendancy at 02:23 4 / 5Killed by elven cultist at level 26 on the 76th Haze 122nd year of Ascendancy at 05:42 Killed by Emuda the elven warrior at level 27 on the 78th Haze 122nd year of Ascendancy at 05:21 Killed by saw horror at level 32 on the 23rd Regrowth 123rd year of Ascendancy at 19:41 Killed by Shadowblade at level 50 on the 70th Pyre 124th year of Ascendancy at 12:52 |
Primary Stats
| Strength | 36 (base 12) |
| Dexterity | 106 (base 61) |
| Constitution | 49 (base 35) |
| Magic | 158 (base 64) |
| Willpower | 33 (base 10) |
| Cunning | 138 (base 64) |
Resources
| Life | 1509/1392 |
| Mana | 400/678 |
| Stamina | 83/358 |
| Healing Factor | 1.2732873839943 |
| Regeneration | 17.804204102367 |
Speed
| Mental | +4.9737991503207E-12% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | +4.9960036108132E-12% |
| Global | +128.88948431535% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
| See Stealth | 115.36313989155 |
| See Invisible | 123.36313989155 |
Offense: Mainhand
| Damage | 282 |
| Accuracy | 83 |
| Crit Chance | 73% |
| APR | 58 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 177 |
| Accuracy | 83 |
| Crit Chance | 73% |
| APR | 58 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 94 |
| Crit Chance | 39% |
| Speed | 0.99999999999995 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +33% |
| Blight | +32% |
| Arcane | +84% |
| Cold | +50% |
| All | +8% |
| Darkness | +14% |
| Light | +33% |
| Temporal | +37% |
| Physical | +90% |
| Fire | +28% |
| Mind | +26% |
Offense: Damage Penetration
| Lightning | +65% |
| Acid | +55% |
| Light | +75% |
| Temporal | +55% |
| Cold | +55% |
| Physical | +81% |
| Fire | +65% |
| All | +40% |
Defense: Base
| Armour (hardiness) | 6 (62.946778433524%) |
| Defense | 111 |
| Ranged Defense | 111 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 51 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 67%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 48%( 70%) |
| All | + 23%( 70%) |
| Physical | + 40%( 70%) |
| Lightning | + 51%( 70%) |
| Light | + 46%( 80%) |
| Temporal | + 61%( 70%) |
| Mind | + 35%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 37% |
| Bleed Resistance | 24% |
| Confusion Resistance | 10% |
| Pinning Resistance | 78% |
| Stun Resistance | 50% |
| Poison Resistance | 54% |
| Knockback Resistance | 38% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 772 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 48% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 170 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Race / Parasite | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 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. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Yvuma the large white snake. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the worried loremaster from death by Shadowblade. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Shadowblade. Escort: worried loremaster (level 3 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Shadowblade. Escort: worried loremaster (level 4 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Shadowblade. Escort: worried loremaster (level 5 of Dreadfell) | failed |
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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall. You were forced to kill her. | 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. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2428. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed vial of elder vampire blood. * You've found the needed snow giant kidney. 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. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Alotar (30 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane +6% blight ----- def ----- Armour +3 Defense +30 (+5 eff.) Resists +9% lightning +11% temporal +9% darkness Mind.save +18 (+6 eff.) Max.HP +100.00 Pinning- +20% A pair of boots made of leather. |
| Light source | Loregakath the Blindwilter0.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Con +8 Mag dps ---------- Spell.pwr +13 (+3 eff.) Res.pen +5% light +15% all Apr +11 ----- def ----- Mind.save +22 (+7 eff.) HP.reg +4.73 Cut- +24% Pinning- +20% ---------- misc Light +9 Infravis +3 See.Stealth +50 See.Invis +43 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| On hands | meh (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +9 Dex +22 Mag +10 Wil +12 Cun dps ---------- Spell.pwr +16 (+3 eff.) Melee+ 18 arcane Dmg.mod +31% arcane Res.pen +30% light Acc +9 (+2 eff.) Apr +15 Melee Ret 4 mind ----- def ----- Armour +3 Resists +10% arcane +9% light ---------- misc Max.hate +6.00 Max.psi +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Glaciervortex the voratun torque of gale force [power 400] (9/12 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +5 Str +15 Mag +5 Cun dps ---------- Dmg.mod +12% cold On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 38 ---------- misc See.Invis +15 Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 760 physical damage Puts all charms on 12 cooldown 100% to increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | a thing0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +2 Wil +10 Cun dps ---------- Phys.pwr +20 (+3 eff.) Spell.pwr +18 (+4 eff.) Mind.pwr +19 (+6 eff.) Dmg.mod +8% all Apr +2 ----- def ----- Defense +20 (+3 eff.) Resists +13% blight +2% physical +14% nature Die.at -80.00 life HP.reg +9.00 Poison- +30% Disease- +30% Stun/Frz- +50% Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +8 Cun +11 Dex dps ---------- Dmg.mod +6% darkness +6% cold Res.pen +15% cold Acc +20 (+4 eff.) Melee Ret 6 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 27% ----- def ----- Resists +3% darkness Max.HP +32.00 Disarm- +37% Pinning- +38% Knockbk- +38% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Fanged Collar0.1 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 You have died, but that does not bother the collar at all... 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. |
| In main hand | voratun dagger 'Isilrawen' (64-83 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Master Power 64.0 - 83.2 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 acid While equipped: Stats +6 Wil dps ---------- Crit.mult +23.96% Phys.pwr +15 (+2 eff.) S.pwr/crit +6 Dmg.mod +18% blight +9% physical Res.pen +10% physical ----- def ----- Resists +9% acid Def/telep +18 Res/telep +18% Dur/telep +18% Sharp, short and deadly. |
| Around waist | Kilnvengeance the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Mind.pwr +12 (+4 eff.) Dmg.mod +18% physical Res.pen +19% physical ----- def ----- Fatigue -10% Resists +9% temporal +9% fire +3% nature +3% mind Phys.save +15 (+5 eff.) Spell.save +12 (+4 eff.) Anom.red +19 Max.HP +127.00 Poison- +24% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.enc +60 Max.mana +68.00 Max.stam +53.00 Max.hate +19.00 Max.psi +36.00 Max.vim +40.00 Max.P.En +37.00 Max.N.En +40.00 A belt that goes around your waist. |
| In off hand | Bigger dick (54-70 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 54.0 - 70.2 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +8 cold On Crit.r2 +90 fire While equipped: Stats +13 Str +13 Dex +13 Mag +10 Wil +13 Cun +12 Con dps ---------- Phys.crit +15.0% Crit.mult +34.00% All.spd +7% Dmg.mod +9% arcane +6% mind Res.pen +25% fire Apr +15 ----- def ----- Resists +12% mind +12% cold Sharp, short and deadly. |
| Cloak | Radiance (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+2 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| Main armor | Cracklequill the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +10 Mag dps ---------- Dmg.mod +25% acid +55% physical +29% temporal +12% mind +24% cold +30% arcane +20% fire Res.pen +25% lightning +15% temporal +15% acid +12% physical Melee Ret 4 acid ----- def ----- Resists +19% acid +20% physical +27% lightning +20% cold +20% fire +15% all Anom.red +14 ---------- misc Max.mana +101.00 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
movement infusion of the duelist (speed 1048%; cd 15)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 1048% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the duelist (damage 573; dur 4; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 573.30 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler)0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 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. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+6 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 23 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 5 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 449.56 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element)5.0 T3 staff 1H weapon [Unique] Arcane Power 24.0 - 28.8 Fire Uses 175% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+6 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 12 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
blighted dragonbone starstaff of invocation (30-36 power, 6 apr, physical 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 ---------- Spell.crit +14% Spell.pwr +36 (+7 eff.) S.pwr/crit +9 Dmg.mod +30% physical ---------- misc Vim/s.crit +5.00 Max.vim +35.00 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 125.35 to 150.42 physical damage Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
The Black Maul (70-105 power, 15 apr)5.0 T5 greatmaul 2H weapon Reqs Str 40 [Unique] Arcane Power 70.0 - 105.0 Physical Uses 50% Mag, 130% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Acc +20 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 3.0 Pwr.cost 19 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Unique] Arcane/Master Power 82.0 - 123.0 Physical Uses 50% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
voratun greatmaul 'Galeblack' (90-134 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Random Unique] Nature/Master Power 89.5 - 134.2 Physical Uses 50% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +26 nature +4 mind While equipped: Stats +10 Dex +4 Mag dps ---------- Crit.mult +5.00% Phys.spd +10% Dmg.mod +6% mind Acc +34 (+7 eff.) Melee Ret 2 arcane ----- def ----- Resists +3% lightning ---------- misc Mana/turn +0.04 Max.hate +6.00 Massive two-handed mauls. |
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 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. |
Champion's Will (67-107 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 115% Str, 50% Mag, 20% Con Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 125 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 23 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Splendourpiercer the voratun greatsword (59-94 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Rare] Arcane Power 59.0 - 94.4 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +16 blight On Crit.r2 +20 arcane On Crit: * Splash the target with acid dealing 238 damage over 5 turns and reducing armor and accuracy by 30 While equipped: Stats +5 Str +4 Dex +3 Mag +5 Wil dps ---------- Dmg.mod +18% arcane +30% light ---------- misc See.Invis +12 Massive two-handed swords. |
chilling voratun greatsword of evisceration (64-102 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane/Master Power 64.0 - 102.4 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +38 cold On Crit: * Wound the target dealing 379 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +21 (+3 eff.) Massive two-handed swords. |
plaguebringer's voratun greatsword of amnesia (63-101 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Arcane/Psionic Power 63.0 - 100.8 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 blight On Hit: 20% Epidemic 5 On Hit: * 28% chance to reduce strength, dexterity, and constitution by 38 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: ----- def ----- Disease- +49% Massive two-handed swords. |
arcing orichalcum trident (54-86 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego] Arcane Power 53.5 - 85.6 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 143 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced orichalcum trident of daylight (51-82 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego] Arcane/Master Power 51.0 - 81.6 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +27 light Against +42% Undead While equipped: dps ---------- Acc +21 (+4 eff.) ----- def ----- Defense +20 (+3 eff.) Disarm- +63% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced orichalcum trident of rage (52-82 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego+] Master Power 51.5 - 82.4 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: Stats +14 Str dps ---------- Dmg.mod +12% physical Acc +45 (+9 eff.) ----- def ----- Defense +20 (+3 eff.) Disarm- +59% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blazebringer's orichalcum trident of erosion (55-88 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego+] Nature Power 55.0 - 88.0 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +28 nature On Crit.r2 +101 fire While equipped: dps ---------- All.spd +15% Res.pen +35% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
caustic orichalcum trident of amnesia (52-82 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego++] Nature/Psionic Power 51.5 - 82.4 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit.r2 +58 acid +47 nature On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +33% acid +35% nature Apr +20 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
caustic orichalcum trident of massacre (71-114 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego+] Nature/Master Power 71.0 - 113.6 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit.r2 +54 acid +58 nature While equipped: dps ---------- Res.pen +23% acid +31% nature Apr +19 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
chilling orichalcum trident (50-80 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego] Arcane Power 50.0 - 80.0 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +40 cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orichalcum trident of torment (56-90 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego++] Arcane/Psionic Power 56.0 - 89.6 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 143 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +31% cold Res.pen +35% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
enhanced orichalcum trident (54-86 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego+] Nature Power 53.5 - 85.6 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: Stats +14 Str +17 Dex +14 Mag +19 Wil +19 Cun +19 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
enhanced orichalcum trident of erosion (52-82 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego+] Nature Power 51.5 - 82.4 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +26 nature While equipped: Stats +19 Str +16 Dex +19 Mag +16 Wil +13 Cun +19 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident (56-89 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Normal] Power 55.5 - 88.8 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident of shearing (54-86 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego+] Master Power 53.5 - 85.6 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +20% all Acc +30 (+6 eff.) Apr +17 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orichalcum trident of ruin (52-84 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego++] Master Power 52.5 - 84.0 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: Stats +10 Dex dps ---------- Phys.crit +20.0% Crit.mult +33.00% Phys.spd +10% Acc +31 (+6 eff.) Apr +12 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orichalcum trident (56-90 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego+] Master Power 56.0 - 89.6 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +21% physical Acc +31 (+6 eff.) Apr +21 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orichalcum trident (50-81 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego+] Master Power 50.5 - 80.8 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +19% physical Acc +35 (+7 eff.) Apr +16 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's orichalcum trident (52-82 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego+] Master Power 51.5 - 82.4 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: Stats +10 Con dps ---------- Phys.pwr +17 (+3 eff.) Res.pen +19% physical ----- def ----- Disarm- +49% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Poltergeist's Thunderfall (50-70 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 50 [Unique] Psionic Power 50.0 - 70.0 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical While equipped: ----- def ----- Defense +10 (+1 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 46 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
blazebringer's voratun mace of ruin (46-64 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego++] Nature/Master Power 45.5 - 63.7 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +65 fire While equipped: dps ---------- Phys.crit +9.0% Crit.mult +26.00% All.spd +8% Res.pen +22% fire Apr +14 Blunt and deadly. |
voratun mace of shearing (46-64 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Master Power 45.5 - 63.7 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +12% all Acc +25 (+5 eff.) Apr +13 Blunt and deadly. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Dex, 20% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Dex, 20% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
enhanced voratun dagger of ruin (38-50 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 38.5 - 50.1 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +6 Str +5 Dex +9 Mag +5 Wil +12 Cun +12 Con dps ---------- Phys.crit +9.0% Crit.mult +26.00% Apr +14 Sharp, short and deadly. |
thought-forged voratun dagger of paradox (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Arcane/Psionic Power 37.5 - 48.8 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +21 mind +14 temporal On Hit: * 35% chance to reduce all saves and defense by 33 While equipped: Stats +6 Cun +7 Wil ----- def ----- Resists +18% temporal Sharp, short and deadly. |
creative living mindstar of venom (18-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 17.5 - 19.2 Nature 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% While equipped: Stats +7 Cun dps ---------- Mind.crit +5% Crit.mult +25.00% Mind.pwr +10 (+3 eff.) Melee+ 20 acid Dmg.mod +17% acid Res.pen +17% acid ----- def ----- Resists +11% acid HP.reg +4.00 ---------- 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. |
Duskwrecker the dragonbone longbow4.0 T5 longbow 2H weapon Reqs Shoot [Rare] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Apr +5 Atk.spd 100% Range +10 Ranged+ +20 darkness +25 acid On Crit.r2 +24 darkness While equipped: Stats +4 Str +11 Dex +7 Con dps ---------- Dmg.mod +18% nature Apr +6 Longbows are used to shoot arrows at your foes. |
Arkul's Siege Arrows (14/14, 68-95 power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 50% Dex, 50% Mag, 70% Str Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
The Titan's Quiver (18/18, 62-87 power, 20 apr)3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 50% Dex, 50% Mag, 70% Str Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Void Quiver (0/0, 45-63 power, 120 apr)3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 70% Dex, 90% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
barbed pouch of voratun shots of annihilation (22/22, 78-94 power, 17 apr)3.0 T5 shot ammo [Ego++] Master Power 78.0 - 93.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +17 Crit +33.0% Capacity 22 Proj.spd +200% On Crit: * Wound the target dealing 379 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
voratun shield of earthen fury (0 def, 19 armour, 194 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +19 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+1 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Brightblood (41 def, 8 armour)9.0 T5 light armor [Random Unique] Master While equipped: Stats +15 Dex +5 Wil dps ---------- Spell.crit +1% Mov.spd +40% Dmg.mod +6% arcane ----- def ----- Armour +8 Defense +41 (+6 eff.) Fatigue +8% Resists +18% acid +6% fire Spell.save +3 (+1 eff.) ---------- misc Mana/s.crit +2.00 A suit of armour made of leather. |
Masochism (0 def, 0 armour)9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Level 5.0 Pwr.cost 10 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 291.84 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
fearforged voratun mail armour of thunder (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Arcane While equipped: Stats +8 Str +6 Mag +9 Wil +9 Con dps ---------- Phys.crit +10.0% Spell.crit +10% Mind.crit +9% Phys.pwr +21 (+3 eff.) Spell.pwr +25 (+5 eff.) Mind.pwr +23 (+7 eff.) ----- def ----- Armour +10 Defense +5 (+0 eff.) Fatigue +25% Resists +15% lightning +12% fire -16% light +12% darkness Phys.save +9 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +9 (+3 eff.) A suit of armour made of mail. |
Cuirass of the Dark Lord (0 def, 30 armour)17.0 T5 massive armor Reqs Massive armour training Str 52 [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+5 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 638.40 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 19 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Monolith Armour (40 def, 50 armour)17.0 T5 massive armor Reqs Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+5 eff.) ----- def ----- Armour +50 Defense +40 (+6 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+12 eff.) Spell.save +35 (+11 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor Reqs Massive armour training Str 48 [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+2 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+5 eff.) Mind.save +25 (+8 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 12 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 6 Armour, 9 Defense and your attacks will gain 14% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
voratun plate armour of implacability (0 def, 25 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Master While equipped: ----- def ----- Armour +25 Fatigue +12% Phys.save +15 (+5 eff.) A suit of armour made of metal plates. |
hardened leather belt 'Ivilena'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Res.pen +15% arcane Acc +25 (+5 eff.) Apr +5 ----- def ----- Defense +25 (+4 eff.) Resists +20% fire +10% cold ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
drakeskin leather belt 'Ulidunagas'1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +11 Mag +11 Wil dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +3% Crit.mult +15.00% Phys.pwr +6 (+1 eff.) Res.pen +20% blight Melee Ret 4 blight ----- def ----- Resists +13% fire +15% cold Mind.save +18 (+6 eff.) ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 A belt that goes around your waist. |
Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+2 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 823.50 cold damage and condensing the air into freezing vapors that deal 274.50 cold damage (based on Magic) each turn for 10 turns. Uses 23 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Guise of the Hated (14 def, 0 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 (+6 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 (+4 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. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 38 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
elven-silk cloak of the hunter (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +29 (+6 eff.) ----- def ----- Defense +3 (+0 eff.) Fatigue -9% Max.HP +89.00 ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
fleetfooted pair of drakeskin leather boots of spellbinding (16 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +11 Dex +4 Mag ----- def ----- Armour +5 Defense +16 (+2 eff.) ---------- misc Spell.cld 10% A pair of boots made of leather. |
pair of drakeskin leather boots of void walking (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane While equipped: dps ---------- Res.pen +16% darkness +19% temporal ----- def ----- Armour +5 Resists +20% darkness +28% temporal Def/telep +27 Res/telep +20% Dur/telep +30% A pair of boots made of leather. |
fleetfooted pair of voratun boots (16 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +10 Dex ----- def ----- Armour +5 Defense +16 (+2 eff.) Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fist of the Destroyer (8 def, 0 armour)1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +3 Cun +9 Mag ----- def ----- Defense +8 (+1 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 5.0 Pwr.cost 10 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 166.19 fire damage and 148.02 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+4 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 287.04 arcane damage and stunned). Uses 76 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. |
Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+5 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
champion's drakeskin leather cap of blood magic (0 def, 5 armour)2.0 T5 head armor [Ego++] Arcane/Master While equipped: Stats +6 Str +7 Mag +12 Wil dps ---------- Spell.crit +5% Dmg.mod +18% blight +20% arcane ----- def ----- Armour +5 Fatigue +5% Mind.save +13 (+5 eff.) ---------- misc Light +2 A cap made of leather. |
drakeskin leather cap 'Bethatha' (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +9 Str +14 Dex +5 Mag +4 Cun +6 Con ----- def ----- Armour +5 Fatigue +5% Phys.save +25 (+9 eff.) ---------- misc Infravis +4 A cap made of leather. |
warlord's drakeskin leather cap of absorption (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature While equipped: Stats +7 Str +7 Wil dps ---------- Phys.pwr +12 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% physical Phys.save +13 (+5 eff.) ---------- misc Stam/ret +2.50 Equi/ret +3.00 A cap made of leather. |
stabilizing voratun helm of ire (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +2 Con ----- def ----- Armour +5 Fatigue +5% Phys.save +34 (+12 eff.) Mind.save +13 (+5 eff.) Battle Cry: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 bloodstone0.0 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. |
12 fire opal0.0 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. |
8 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. |
8 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl0.0 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. |
Atamathon's Lost Ruby Eye0.0 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. |
790 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. |
74 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Shimmerdream1.0 T5 lite [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +6 Con dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +25 (+7 eff.) ----- def ----- Resists +15% blight +15% lightning +3% all Spell.save +14 (+4 eff.) Mind.save +14 (+5 eff.) HP.reg +14.00 ---------- misc Hate/m.crit +3.00 Light +5 See.Stealth +24 See.Invis +18 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's dwarven lantern1.0 T5 lite [Ego+] Master While equipped: ----- def ----- Blind- +47% Confus- +19% ---------- misc Light +10 See.Stealth +7 See.Invis +16 Track: Puts all charms on 31 cooldown Level 2.0 Pwr.cost 31 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 19 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 228.54 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 228.54 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 12 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 208% of the healing done. This effect scales with your Magic stat.. Uses 57 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 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. |
soothing dragonbone totem of healing [power 476] (9/12 cooldown)2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 476 Puts all charms on 12 cooldown 100% to heal for 92. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 183 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 27 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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. |
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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
A View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Shadowblade the Cornac Shadowblade level 26
66th Haze 122nd year of Ascendancy at 05:37 see stats
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Shadowblade the Cornac Shadowblade level 35
31st Regrowth 123rd year of Ascendancy at 22:30 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Shadowblade the Cornac Shadowblade level 28
1st Wintertide 123rd year of Ascendancy at 22:03 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Shadowblade the Cornac Shadowblade level 35
30th Regrowth 123rd year of Ascendancy at 08:47 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Shadowblade the Cornac Shadowblade level 39
64th Regrowth 123rd year of Ascendancy at 12:39 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Shadowblade the Cornac Shadowblade level 40
68th Regrowth 123rd year of Ascendancy at 16:46 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Shadowblade the Cornac Shadowblade level 50
13rd Regrowth 124th year of Ascendancy at 10:50 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Shadowblade the Cornac Shadowblade level 38
60th Regrowth 123rd year of Ascendancy at 03:18 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Shadowblade the Cornac Shadowblade level 36
55th Regrowth 123rd year of Ascendancy at 18:22 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Shadowblade the Cornac Shadowblade level 50
61st Regrowth 124th year of Ascendancy at 08:29 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Shadowblade the Cornac Shadowblade level 19
15th Haze 122nd year of Ascendancy at 23:19 see stats
Demonic Invasion (Nightmare (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Shadowblade the Cornac Shadowblade level 50
34th Pyre 124th year of Ascendancy at 18:16 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Shadowblade the Cornac Shadowblade level 37
56th Regrowth 123rd year of Ascendancy at 16:56 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Shadowblade the Cornac Shadowblade level 37
56th Regrowth 123rd year of Ascendancy at 12:53 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Shadowblade the Cornac Shadowblade level 20
24th Haze 122nd year of Ascendancy at 03:01 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Shadowblade the Cornac Shadowblade level 30
8th Regrowth 123rd year of Ascendancy at 20:08 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Shadowblade the Cornac Shadowblade level 49
10th Regrowth 124th year of Ascendancy at 14:08 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Shadowblade the Cornac Shadowblade level 50
55th Pyre 124th year of Ascendancy at 20:28 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shadowblade the Cornac Shadowblade level 28
2nd Wintertide 123rd year of Ascendancy at 00:24 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Shadowblade the Cornac Shadowblade level 42
69th Regrowth 123rd year of Ascendancy at 04:11 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Shadowblade the Cornac Shadowblade level 31
12nd Regrowth 123rd year of Ascendancy at 06:40 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Shadowblade the Cornac Shadowblade level 10
2nd Mirth 122nd year of Ascendancy at 20:05 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Shadowblade the Cornac Shadowblade level 20
22nd Haze 122nd year of Ascendancy at 12:44 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Shadowblade the Cornac Shadowblade level 30
6th Regrowth 123rd year of Ascendancy at 16:54 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Shadowblade the Cornac Shadowblade level 40
67th Regrowth 123rd year of Ascendancy at 08:15 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Shadowblade the Cornac Shadowblade level 50
10th Regrowth 124th year of Ascendancy at 17:10 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Shadowblade the Cornac Shadowblade level 50
42nd Pyre 124th year of Ascendancy at 13:02 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Shadowblade the Cornac Shadowblade level 19
51st Dusk 122nd year of Ascendancy at 23:53 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Shadowblade the Cornac Shadowblade level 27
79th Haze 122nd year of Ascendancy at 16:41 see stats
Selfless (Nightmare (Adventure) difficulty)
Won ToME by closing the Void portal using yourself as a sacrifice.By Shadowblade the Cornac Shadowblade level 50
70th Pyre 124th year of Ascendancy at 12:52 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Shadowblade the Cornac Shadowblade level 50
58th Regrowth 124th year of Ascendancy at 07:15 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Shadowblade the Cornac Shadowblade level 42
29th Pyre 123rd year of Ascendancy at 12:15 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Shadowblade the Cornac Shadowblade level 37
56th Regrowth 123rd year of Ascendancy at 20:38 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Shadowblade the Cornac Shadowblade level 50
70th Pyre 124th year of Ascendancy at 12:51 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Shadowblade the Cornac Shadowblade level 32
23rd Regrowth 123rd year of Ascendancy at 19:41 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Shadowblade the Cornac Shadowblade level 28
1st Wintertide 123rd year of Ascendancy at 22:03 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Shadowblade the Cornac Shadowblade level 50
66th Pyre 124th year of Ascendancy at 20:43 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Shadowblade the Cornac Shadowblade level 17
33rd Dusk 122nd year of Ascendancy at 08:52 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Shadowblade the Cornac Shadowblade level 43
42nd Pyre 123rd year of Ascendancy at 01:38 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Shadowblade the Cornac Shadowblade level 26
66th Haze 122nd year of Ascendancy at 06:45 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Shadowblade the Cornac Shadowblade level 17
30th Dusk 122nd year of Ascendancy at 11:17 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Shadowblade the Cornac Shadowblade level 34
29th Regrowth 123rd year of Ascendancy at 23:33 see stats
Log
Shadowblade hits Argoniel for 821 physical, 15 acid, 30 arcane, 61 darkness, 515 physical, 30 arcane, 61 darkness, 11 cold, 107 fire, 899 physical, 15 acid, 30 arcane, 61 darkness, 624 physical, 30 arcane, 61 darkness, 11 cold, 107 fire, 885 physical, 15 acid, 30 arcane, 61 darkness, 609 physical, 30 arcane, 61 darkness, 11 cold, 107 fire (5295 total damage).
Argoniel is free from the illness.
Shadowblade stops regenerating health quickly.
You end your Shadow Dance.
Shadowblade's fully exits the shadows.
Acid Splash from Argoniel hits Shadowblade for 5 acid damage.
Shadowblade tries to bite Argoniel!
Shadowblade performs a melee critical strike against Argoniel!
Shadowblade performs a melee critical strike against Argoniel!
Argoniel is pinned to the ground.
Shadowblade deactivates Stealth.
Shadowblade starts regenerating health quickly.
Argoniel resists!
Shadowblade hits Argoniel for 944 blight, 13 acid, 22 arcane, 57 darkness, 625 blight, 22 arcane, 57 darkness, 10 cold, 103 fire (1853 total damage).
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master (Nightmare (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Shadowblade performs a melee critical strike against Argoniel!
Shadowblade hits Argoniel for 497 physical damage.
Shadowblade killed Argoniel!
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless (Nightmare (Adventure) difficulty)!
Option unlocked: New Class: Adventurer
Option unlocked: New game difficulty mode: Insane
Saving game...
Saving done.


























































































































































