











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official 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:
Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Grove Keeper 1.6.7Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.6.6This 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 Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.6.7Official 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 | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Reaver |
| Level / Exp | 32 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by Norgos, the Guardian at level 11 on the 2nd Summertide 122nd year of Ascendancy at 03:07 0 / 8Killed by RAZ at level 14 on the 9th Flare 122nd year of Ascendancy at 12:05 Killed by Velerenn the rogue at level 18 on the 3rd Haze 122nd year of Ascendancy at 22:43 Killed by cold drake at level 20 on the 8th Decay 122nd year of Ascendancy at 12:15 Killed by Urkis, the High Tempest at level 24 on the 37th Regrowth 123rd year of Ascendancy at 06:25 Killed by elven cultist at level 25 on the 44th Regrowth 123rd year of Ascendancy at 02:50 Killed by forge-giant at level 31 on the 43rd Pyre 123rd year of Ascendancy at 01:44 Killed by Grand Corruptor at level 32 on the 7th Mirth 123rd year of Ascendancy at 21:35 |
Primary Stats
| Strength | 93 (base 56) |
| Dexterity | 26 (base 11) |
| Constitution | 50 (base 21) |
| Magic | 112 (base 60) |
| Willpower | 48 (base 10) |
| Cunning | 25 (base 10) |
Resources
| Life | -5/800 |
| Vim | 83/166 |
| Healing Factor | 1.2727272727273 |
| Regeneration | 114.55818181818 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 204 |
| Accuracy | 37 |
| Crit Chance | 24% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 148 |
| Accuracy | 37 |
| Crit Chance | 20% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 66 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Fire | +18% |
| Cold | +6% |
| Blight | +3% |
| Arcane | +29% |
| Mind | +8% |
| All | 0% |
Offense: Damage Penetration
| Blight | +25% |
| Arcane | +10% |
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 86.883307766991 (81.030927835052%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 31 |
| Physical Save | 42 |
| Spell Save | 45 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 70%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 27%( 70%) |
| Light | + 27%( 70%) |
| Physical | + 30%( 70%) |
| Lightning | + 26%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Disarm Resistance | 70% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 449 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 405 damage for 3 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 266 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Rot | 1.50 |
| 5/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Sanguisuge | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Blood Vengeance |
| talent | Overkill |
| talent | Ruin |
| talent | Absorb Life |
| talent | Bone Shield |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 3. Bloodlust |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 89.76 life per turn. Regeneration |
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. | active |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by thief. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by rogue. Escort: lost defiler (level 2 of Daikara) | failed |
You failed to protect the lost defiler from death by black crystal. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by RAZ. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | 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 |
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 Shardskin. * 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 |
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 Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 184. | 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 |
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 has completed an elixir of the fox without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed pouch of luminous horror dust. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+2 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 66 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
| Light source | Hailjeer1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +8% mind Res.pen +25% blight +10% cold Melee Ret 8 blight 10 fire ----- def ----- Resists +30% cold +6% fire ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Velann the Icevalor (0 def, 2 armour)1.5 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +9 Mag +9 Wil dps ---------- Spell.pwr +13 (+3 eff.) Melee+ 8 arcane Dmg.mod +14% arcane +6% cold Res.pen +10% arcane +10% cold Acc +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% arcane +15% cold Phys.save +6 (+2 eff.) Mind.save +7 (+3 eff.) Disarm- +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | focusing yew totem of healing [power 266] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +9 (+2 eff.) Mind.pwr +7 (+3 eff.) ----- def ----- Armour +8 Rings can have magical properties. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +7 Str +8 Mag +6 Wil +6 Con dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +8 (+2 eff.) Dmg.mod +15% arcane +3% blight Melee Ret 2 lightning 6 blight ----- def ----- Resists +15% arcane ---------- misc Max.mana +60.00 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 | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Hazepassion the voratun waraxe (38.5-53.9 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 38.5 - 53.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +14 darkness Against +14% Living While equipped: Stats +10 Str +10 Dex +11 Mag +7 Wil +8 Cun +12 Con dps ---------- Acc +11 (+4 eff.) Melee Ret 2 cold ----- def ----- Defense +15 (+8 eff.) Resists +15% lightning +6% cold +6% nature Disarm- +42% One-handed war axes. |
| Around waist | noble's hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) Against +27% Summoned ----- def ----- D.Red.from +18% Summoned A belt that goes around your waist. |
| In off hand | plaguebringer's stralite mace of crippling (38.5-53.9 power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Arcane/Master Power 38.5 - 53.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 4 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 30 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% ----- def ----- Disease- +20% Blunt and deadly. |
| Cloak | spellcowled cashmere cloak of the Shaloren (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +5 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.mana +57.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Raguhek the voratun mail armour (10 def, 45 armour)14.0 T5 heavy armor [Random Unique] Arcane/Master While equipped: ----- def ----- Armour +45 Defense +10 (+5 eff.) Fatigue +12% Resists +21% cold +6% fire +17% darkness +17% light Disease- +20% A suit of armour made of mail. |
Inventory
regeneration infusion (heal 300; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 300 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
wizard's steel ring of tenacity0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Max.HP +20.00 Disarm- +21% Pinning- +30% Knockbk- +25% Rings can have magical properties. |
Eremanarileg the Lightningwill (28.5-37.05 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Arcane/Master Power 28.5 - 37.1 Physical Uses 45% Str, 50% Mag, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +8 mind +17 fire On Crit.r2 +4 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Str dps ---------- Phys.crit +9.0% Dmg.mod +12% mind +9% physical Acc +9 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +6% lightning Sharp, short and deadly. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 50% Mag, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 50% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Genocide (42-67.2 power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Shocksnake (26-36.4 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 26.0 - 36.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Wil +3 Mag dps ---------- S.pwr/crit +8 Res.pen +5% lightning Acc +6 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +25% ---------- misc Mana/turn +0.04 Max.mana +40.00 Sharp, long, and deadly. |
stralite longsword of amnesia (34-47.6 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Psionic Power 34.0 - 47.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
Nature's Vengeance (40-56 power, 4 apr)3.0 T3 mace 1H weapon [Unique] Nature/Disrupt Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+2 eff.) ---------- misc Masteries +0.20 Wild-gift/Treekin Rush: Level 3.0 Pwr.cost 15 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
plaguebringer's stralite mace of rage (37-51.8 power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Arcane/Master Power 37.0 - 51.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 4 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 30 While equipped: Stats +3 Str dps ---------- Dmg.mod +9% physical Acc +14 (+5 eff.) ----- def ----- Disease- +10% Blunt and deadly. |
Poltergeist's Eye of Winter (8-8.8 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Hare-Skin Sling4.0 T3 sling 1H weapon Reqs Dex 35 Shoot [Unique] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.20 Cunning/Survival +0.20 Wild-gift/Mud Slinger Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Poltergeist's Hare-Skin Sling4.0 T3 sling 1H weapon Reqs Dex 35 Shoot [Unique] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +16 (+8 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival +0.20 Wild-gift/Mud Slinger Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 160% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.9 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 183.68 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (367). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Staff of Absorption7.0 staff 2H weapon [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+5 eff.) Acc +20 (+7 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
hardened leather belt 'Deloharaneg'1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Defense +20 (+10 eff.) Resists +8% fire +5% cold Crit.dmg- 10.00% Mind.save +9 (+3 eff.) Max.HP +20.00 Heal.mod +5% Teleport- +10% A belt that goes around your waist. |
enveloping cashmere cloak of Iron Throne (8 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +8 (+4 eff.) Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of protection (12 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +12 (+6 eff.) Phys.save +7 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
pair of dwarven-steel boots 'Scorchburst' (0 def, 4 armour)3.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire Acc +10 (+3 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +6% lightning +3% physical +12% fire HP.reg +4.00 Heal.mod +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
storm dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Melee+ 7 lightning Dmg.mod +5% arcane +3% lightning ----- def ----- Armour +2 Fatigue +3% Resists +8% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+7 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 10.56 mind and 9.78 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 14% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 13. Terrified: Deals 2.29 mind and 2.13 darkness damage per turn and increases cooldowns by 21%. Haunted: Causes the target to suffer 4.10 mind and 3.80 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Vorowen the Eclipsestrike (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +3% light Res.pen +20% darkness On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Resists +6% light +6% temporal A cap made of leather. |
insulating dwarven-steel helm of dexterity (+5) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +5 Dex ----- def ----- Armour +4 Fatigue +4% Resists +8% fire +8% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
dwarven-steel mail armour of the deep (3 def, 9 armour)14.0 T3 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +3 (+2 eff.) Fatigue +12% Resists +7% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
stralite mail armour of implacability (4 def, 14 armour)14.0 T4 heavy armor [Ego+] Master While equipped: ----- def ----- Armour +14 Defense +4 (+2 eff.) Fatigue +7% Phys.save +8 (+3 eff.) A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Shimmernigh (0 def, 11 armour)17.0 T3 massive armor [Rare] Master While equipped: dps ---------- Melee Ret 2 lightning ----- def ----- Armour +11 Fatigue +22% Resists +6% nature +7% physical Phys.save +10 (+4 eff.) Spell.save +15 (+5 eff.) ---------- misc Light +3 A suit of armour made of metal plates. |
fortifying steel plate armour of acid resistance (0 def, 9 armour)17.0 T2 massive armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +9 Fatigue +22% Resists +17% acid Max.HP +52.00 A suit of armour made of metal plates. |
stralite plate armour of the dragon (0 def, 13 armour)17.0 T4 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +6% acid +7% physical +8% cold +9% lightning +5% fire Disarm- +25% Stun/Frz- +23% Knockbk- +27% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
4 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. |
172 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. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
19 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. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 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. |
18 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. |
20 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
6 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. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(105 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Xanuranor the Searpiety [power 254] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +10% fire Melee Ret 6 acid 2 mind ----- def ----- Resists +15% acid Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
16 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. |
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. |
2 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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
Achievements
Against all odds
Killed Ukruk in the ambush.By RAZ the Cornac Reaver level 31
43rd Pyre 123rd year of Ascendancy at 03:58 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By RAZ the Cornac Reaver level 32
7th Mirth 123rd year of Ascendancy at 20:22 see stats
Bringer of Doom
Killed a Bringer of Doom.By RAZ the Cornac Reaver level 21
15th Regrowth 123rd year of Ascendancy at 02:51 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By RAZ the Cornac Reaver level 18
48th Dusk 122nd year of Ascendancy at 08:20 see stats
Exterminator
Killed 1000 creatures.By RAZ the Cornac Reaver level 19
5th Decay 122nd year of Ascendancy at 20:16 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By RAZ the Cornac Reaver level 25
38th Regrowth 123rd year of Ascendancy at 09:26 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By RAZ the Cornac Reaver level 23
27th Regrowth 123rd year of Ascendancy at 16:49 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By RAZ the Cornac Reaver level 32
56th Pyre 123rd year of Ascendancy at 08:40 see stats
Level 10
Got a character to level 10.By RAZ the Cornac Reaver level 10
7th Mirth 122nd year of Ascendancy at 12:14 see stats
Level 20
Got a character to level 20.By RAZ the Cornac Reaver level 20
7th Decay 122nd year of Ascendancy at 17:41 see stats
Level 30
Got a character to level 30.By RAZ the Cornac Reaver level 30
40th Pyre 123rd year of Ascendancy at 06:30 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By RAZ the Cornac Reaver level 18
4th Haze 122nd year of Ascendancy at 12:43 see stats
Size matters
Did over 600 damage in one attack.By RAZ the Cornac Reaver level 27
35th Pyre 123rd year of Ascendancy at 00:08 see stats
The Arena
Unlocked Arena mode.By RAZ the Cornac Reaver level 7
79th Pyre 122nd year of Ascendancy at 02:04 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By RAZ the Cornac Reaver level 18
75th Dusk 122nd year of Ascendancy at 15:22 see stats
The secret city
Discovered the truth about mages.By RAZ the Cornac Reaver level 12
3rd Flare 122nd year of Ascendancy at 19:57 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By RAZ the Cornac Reaver level 32
6th Mirth 123rd year of Ascendancy at 12:10 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By RAZ the Cornac Reaver level 18
75th Dusk 122nd year of Ascendancy at 00:20 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By RAZ the Cornac Reaver level 26
46th Regrowth 123rd year of Ascendancy at 08:01 see stats
Treasure Hunter
Amassed 1000 gold pieces.By RAZ the Cornac Reaver level 17
9th Dusk 122nd year of Ascendancy at 04:13 see stats
Unstoppable
Returned from the dead.By RAZ the Cornac Reaver level 31
43rd Pyre 123rd year of Ascendancy at 01:44 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By RAZ the Cornac Reaver level 30
42nd Pyre 123rd year of Ascendancy at 04:59 see stats
Log
The powerful blow energizes RAZ reducing their cooldowns!
Ran for 2 turns (stop reason: taken damage).
RAZ is afflicted by a weakness disease!
Grand Corruptor's Blood Grasp hits RAZ for 239 blight damage.
Something receives 56 healing from Grand Corruptor's Blood Grasp.
The powerful blow energizes RAZ reducing their cooldowns!
RAZ is knocked back!
Something receives 105 healing from RAZ.
Grand Corruptor's bloodspring area effect hits RAZ for 180 blight damage.
Talent Virulent Disease is ready to use.
Weakness Disease from Grand Corruptor hits RAZ for 42 blight damage.
RAZ uses Infusion: Healing.
RAZ is free from the weakness disease.
RAZ receives 339 healing from Infusion: Healing.
RAZ uses Infusion: Regeneration.
RAZ starts regenerating health quickly.
The powerful blow energizes RAZ reducing their cooldowns!
The powerful blow energizes RAZ reducing their cooldowns!
Something receives 105 healing from RAZ.
Grand Corruptor's bloodspring area effect hits RAZ for 180 blight damage.
Something hits RAZ for 276 blight damage.
RAZ the level 32 cornac reaver was debilitated by noxious blight before falling to death by Grand Corruptor on level 1 of Zigur.
RAZ deactivates Bone Shield.
RAZ deactivates Overkill.
RAZ deactivates Absorb Life.
RAZ stops regenerating health quickly.
RAZ deactivates Ruin.
RAZ deactivates Blood Vengeance.



















































































































