Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Proper Possession 1.7.0
Frequently Asked Questions: Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! 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:
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:
Possess Everyone 1.7.0This mod should allow you to possess all ranks. At the highest level of the Possess talent, it enables you to possess any rank of enemy, including Elite Bosses. I recommend the excellent Proper Possession, as well. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 50 / 2592% |
Size | medium |
Lifes / Deaths | Killed by orc warrior at level 1 on the 36th Dusk 122nd year of Ascendancy at 10:40 0 / 8Killed by worm that walks at level 11 on the 73rd Dusk 122nd year of Ascendancy at 01:35 Killed by worm that walks at level 11 on the 73rd Dusk 122nd year of Ascendancy at 04:35 Killed by worm that walks at level 11 on the 73rd Dusk 122nd year of Ascendancy at 05:22 Killed by Poltergeist Eye of Summer at level 18 on the 56th Haze 122nd year of Ascendancy at 14:27 Killed by Atamathon the Giant Golem at level 50 on the 13rd Haze 124th year of Ascendancy at 08:48 Killed by Ferenth's Inner Demon at level 50 on the 57th Pyre 125th year of Ascendancy at 21:53 Killed by Ferenth at level 50 on the 58th Pyre 125th year of Ascendancy at 14:25 |
Primary Stats
Strength | 112 (base 62) |
Dexterity | 56 (base 39) |
Constitution | 96 (base 60) |
Magic | 124 (base 62) |
Willpower | 35 (base 15) |
Cunning | 44 (base 10) |
Resources
Life | 1882/1483 |
Positive | 74/197 |
Healing Factor | 1.5250153550372 |
Regeneration | 9.5313459689825 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -2.9976021664879E-12% |
Global | +100% |
Vision
Sight | 8 |
Lite | 12 |
Infravision | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 284 |
Accuracy | 56 |
Crit Chance | 91% |
APR | 41 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 74 |
Crit Chance | 61% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +66% |
Light | +188% |
Mind | +67% |
Physical | +64% |
Fire | +54% |
All | +54% |
Offense: Damage Penetration
Blight | +24% |
Light | +65% |
All | +14% |
Defense: Base
Armour (hardiness) | 105 (100%) |
Defense | 52 |
Ranged Defense | 58 |
Fatigue | 53 |
Physical Save | 63 |
Spell Save | 55 |
Mental Save | 32 |
Defense: Resistances
Darkness | + 80%( 80%) |
Light | + 80%( 80%) |
Blight | + 39%( 70%) |
Arcane | + 17%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Knockback Resistance | 100% |
Pinning Resistance | 17% |
Instadeath Resistance | 100% |
Blind Resistance | 69% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 590 life over 5 turns. Its effects scale with your Magic 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 296 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 139 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -770 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 563 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Celestial / Guardian | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Celestial / Crusader | 1.70 |
| 3/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Celestial / Sun | 1.70 |
| 4/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. 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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | 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: 1515. | 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. | active |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 | Dayblack (30 def, 5 armour) Dayblack (30 def, 5 armour)2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +8 Str +4 Con offense ------ Physical Crit +3.0% Damage +21% light Ignore Armor +6 defense ------ Armor +5 Defense +30 (+10 eff.) other ------- Hate-on-crit +4.00 Max stamina +30.00 Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 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. A pair of boots made of leather. This object's appearance was changed to pair of voratun boots. |
Light source | Crackleslice the dwarven lantern Crackleslice the dwarven lantern1.0 Encumbrance T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Wil offense ------ Critical power +10.00% Spellpower +5 (+1 eff.) Spellpower/crit +2 Damage +12% lightning +13% mind +11% light Ignore resists +10% blight +14% all Ignore Shields +30% Ignore Armor +6 defense ------ Resistance +15% darkness Affinity +5% light other ------- Light +9 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 3.6 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 583.49 light damage. At talent level 3 you gain 38% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Yaldan Baoth (0 def, 10 armour) Yaldan Baoth (0 def, 10 armour)3.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +10 Str +10 Con offense ------ Damage +15% light defense ------ Armor +10 Fatigue +4% Resistance +15% light +25% darkness Max Resistance +10% darkness Resist unseen 33% other ------- Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. This object's appearance was changed to Invisible. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +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. |
Tool | Lightbringer's Wand Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+5 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 404 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. This item has been sent to the Item's Vault. |
On fingers | voratun amber ring voratun amber ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Cun +6 Wil offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Critical power +15.00% Physical Power +15 (+3 eff.) Spellpower +20 (+5 eff.) Mindpower +29 (+10 eff.) Damage +20% light +16% all When Hit 10 lightning defense ------ Resistance +40% light +5% arcane other ------- Hate-on-crit +5.24 Rings make your fingers look great! |
On fingers | voratun amber ring voratun amber ring0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +4% On-Hit 17 light On-Ranged-Hit 37 light Damage +20% light +8% all Rings make your fingers look great! |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: offense ------ Physical Crit +14.0% Spell Crit +14% Mind Crit +14% Damage +28% all Amulets make your neck look great! |
In main hand | Champion's Will (67-107 power, 22 apr) Champion's Will (67-107 power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 67.0 - 107.2 Physical Uses 20% Con, 50% Mag, 115% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 213 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con other ------- 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 30 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. This item has been sent to the Item's Vault. |
Around waist | skylord's drakeskin leather belt of burglary skylord's drakeskin leather belt of burglary1.0 Encumbrance T5 belt armor [Ego++] Nature/Master While equipped: Stats +3 Str +11 Dex +4 Wil +10 Cun +8 Lck defense ------ Physical save +12 (+3 eff.) Spell save +14 (+4 eff.) Mind save +15 (+7 eff.) Stealth +7 other ------- Disarm Traps +30 Infravision +5 A belt that goes around your waist. |
In off hand | Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block) Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)7.0 Encumbrance T5 shield armor [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Weapon Damage 50.0 - 60.0 Light Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +280 While equipped: defense ------ Armor +20 Defense +16 (+6 eff.) Ranged Defense +17 (+5 eff.) Fatigue +14% Resistance +30% blight +30% darkness Spell save +19 (+6 eff.) other ------- Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. This item has been sent to the Item's Vault. |
Cloak | Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ Spellpower +20 (+5 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+5 eff.) Resistance +30% light +30% darkness Max Resistance +10% light Category Bonus +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 | Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats +15 Con defense ------ Armor +50 Hardiness +15% Fatigue +35% Physical save +45 (+11 eff.) Knockbk Resist +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. This item has been sent to the Item's Vault. This object's appearance was changed to voratun plate armour. |
Inventory
healing infusion of the wizard (heal 321; cd 13) healing infusion of the wizard (heal 321; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 321 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 785%; cd 14) movement infusion of the duelist (speed 785%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 785% 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. |
regeneration infusion of the wizard (heal 536; 12 cd) regeneration infusion of the wizard (heal 536; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 536 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath Blood of Undeath0.4 Encumbrance 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. |
Rune of Reflection (--) Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 720 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (290.00 temporal damage, removed from time 4 turns) Rune of the Rift (290.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 446.60 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 8; phase 23; cd 13) blink rune of the warrior (range 8; phase 23; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 123; cd 20) shatter afflictions rune of the titan (absorb 123; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 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 123 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 176; cd 18) shatter afflictions rune of the warrior (absorb 176; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 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 176 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 641; dur 5; cd 16) shielding rune of the wizard (absorb 641; dur 5; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 641 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 465; dur 3; cd 15) shielding rune of the wizard (absorb 465; dur 3; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 465 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 427; dur 4; cd 14) shielding rune of the wizard (absorb 427; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 427 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 125; cd 10) teleportation rune of the titan (range 125; cd 10)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 125 with a minimum range of 15. Its effects scale with your Constitution 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 Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Chillidol Chillidol0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag +3 Cun +7 Con offense ------ Damage +9% blight Ignore resists +20% cold On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 defense ------ Resistance +25% fire +30% cold other ------- See Invisibility +15 Amulets make your neck look great! |
Choker of Dread Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Earthen Beads Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 236 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+3 eff.) Spell save +15 (+5 eff.) Mind save -7 (-4 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Frost Lord's Chain Frost Lord's Chain0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+3 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's Teeth Garkul's Teeth0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+4 eff.) Mind save +18 (+8 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 4.0 Power cost 10 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 619.70 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Hailvein the voratun amulet Hailvein the voratun amulet0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +9% acid When Hit 8 acid defense ------ Armor +8 Resistance +3% physical +20% light +12% cold +14% mind +5% arcane Unlife -80.00 life Confus Resist +47% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Amulets make your neck look great! |
Islith the Torchquill Islith the Torchquill0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +8 Con offense ------ Damage +12% blight +9% fire +30% nature +24% mind defense ------ Resistance +12% blight +15% fire Amulets make your neck look great! |
Velikira Velikira0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +7 Str +4 Dex offense ------ Damage +6% physical Accuracy +15 (+5 eff.) Ignore Armor +5 On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Fatigue -6% Unlife -80.00 life Life Regen +2.00 other ------- Max stamina +30.00 Amulets make your neck look great! |
archmage's stralite amulet of murder archmage's stralite amulet of murder0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +4% Critical power +14.00% Spellpower +3 (+0 eff.) Damage +5% acid +6% fire +6% cold +5% lightning Accuracy +6 (+2 eff.) Ignore Armor +12 Amulets make your neck look great! |
clarifying gold amulet of mastery (0.20 Celestial / Sun) clarifying gold amulet of mastery (0.20 Celestial / Sun)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +16% mind Confus Resist +20% other ------- Masteries +0.20 Celestial/Sun Amulets make your neck look great! |
grounding gold amulet of dexterity (+4) grounding gold amulet of dexterity (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +15% lightning Stun Resist +29% Amulets make your neck look great! |
mindweaver's stralite amulet mindweaver's stralite amulet0.1 Encumbrance T4 amulet jewelry [Ego+] Psionic While equipped: Stats +4 Wil offense ------ Mindpower +9 (+3 eff.) defense ------ Mind save +9 (+4 eff.) Confus Resist +22% Amulets make your neck look great! |
serendipitous stralite amulet of healing serendipitous stralite amulet of healing0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: Stats +10 Lck offense ------ Accuracy +13 (+4 eff.) defense ------ Defense +12 (+4 eff.) Resist unseen 13% Healmod +23% Cut Resist +60% Heal: Puts all charms on 35 turn cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 193 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
serendipitous voratun amulet of vision serendipitous voratun amulet of vision0.1 Encumbrance T5 amulet jewelry [Ego++] Nature While equipped: Stats +14 Lck offense ------ Accuracy +16 (+5 eff.) defense ------ Defense +14 (+5 eff.) Resist unseen 17% Blind Resist +29% other ------- Infravision +7 Sight +2 See Invisibility +9 Amulets make your neck look great! |
stabilizing voratun amulet of healing stabilizing voratun amulet of healing0.1 Encumbrance T5 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +29% temporal Healmod +24% Cut Resist +70% Pinning Resist +25% Knockbk Resist +48% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 246 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
starlit copper amulet of dexterity (+3) starlit copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +11% light +12% darkness Blind Resist +23% Amulets make your neck look great! |
starlit gold amulet of mastery (0.21 Celestial / Sun) starlit gold amulet of mastery (0.21 Celestial / Sun)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +15% light +11% darkness Blind Resist +23% other ------- Masteries +0.21 Celestial/Sun Amulets make your neck look great! |
stralite amulet 'Kilnward' stralite amulet 'Kilnward'0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: offense ------ Physical Crit +5.0% Damage +15% fire Ignore resists +15% physical Ignore Armor +7 defense ------ Resistance +50% fire +18% cold Amulets make your neck look great! |
vitalizing gold amulet vitalizing gold amulet0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: Stats +3 Con defense ------ Physical save +7 (+1 eff.) Life +36.00 Life Regen +3.00 Amulets make your neck look great! |
vitalizing voratun amulet of perfection (0.40 Technique / Combat techniques,0.40 Wild-gift / Harmony) vitalizing voratun amulet of perfection (0.40 Technique / Combat techniques,0.40 Wild-gift / Harmony)0.1 Encumbrance T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Con defense ------ Physical save +13 (+3 eff.) Life +54.00 Life Regen +9.00 other ------- Masteries +0.40 Technique/Combat techniques +0.40 Wild-gift/Harmony Amulets make your neck look great! |
voratun amulet voratun amulet0.1 Encumbrance T5 amulet jewelry [Normal] Amulets make your neck look great! |
voratun amulet voratun amulet0.1 Encumbrance T5 amulet jewelry [Normal] Amulets make your neck look great! |
voratun amulet 'Undeathedge' voratun amulet 'Undeathedge'0.1 Encumbrance T5 amulet jewelry [Rare] Master While equipped: Stats +3 Str +10 Cun +10 Con offense ------ Physical Power +10 (+2 eff.) Combat Speed +10% Damage +12% fire +12% nature +10% physical Ignore resists +25% nature other ------- Infravision +3 Amulets make your neck look great! This item has been sent to the Item's Vault. |
voratun amulet of vision voratun amulet of vision0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: defense ------ Blind Resist +34% other ------- Infravision +4 Sight +2 See Invisibility +15 Amulets make your neck look great! |
wanderer's gold amulet of manastreaming wanderer's gold amulet of manastreaming0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +3 Mag +5 Cun +5 Con offense ------ Spellpower/crit +4 Move Speed +10% defense ------ Fatigue -6% Life Regen +3.00 other ------- Stamina/turn +0.50 Mana/turn +0.15 Max mana +22.00 Amulets make your neck look great! |
wanderer's stralite amulet of magic (+6) wanderer's stralite amulet of magic (+6)0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +6 Dex +6 Mag +5 Cun +7 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +3.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
wanderer's voratun amulet wanderer's voratun amulet0.1 Encumbrance T5 amulet jewelry [Ego+] Master While equipped: Stats +8 Dex +7 Cun +7 Con offense ------ Move Speed +10% defense ------ Fatigue -9% Life Regen +4.00 other ------- Stamina/turn +0.90 Amulets make your neck look great! |
warrior's gold amulet of murder warrior's gold amulet of murder0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: offense ------ Critical power +12.00% Accuracy +6 (+2 eff.) Ignore Armor +12 defense ------ Resistance +8% physical other ------- Stamina/turn +0.50 Amulets make your neck look great! |
warrior's steel amulet warrior's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +7% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
warrior's voratun amulet of mastery (0.40 Technique / Combat training) warrior's voratun amulet of mastery (0.40 Technique / Combat training)0.1 Encumbrance T5 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% physical other ------- Stamina/turn +1.10 Masteries +0.40 Technique/Combat training Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 29/30 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. |
Betoldatta Betoldatta0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Str offense ------ Critical power +10.00% Mindpower +25 (+9 eff.) defense ------ Armor +12 Mind save +18 (+8 eff.) Pinning Resist +20% other ------- Hate-on-crit +1.00 Max psi +20.00 Rings make your fingers look great! |
Islynor the steel ring Islynor the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +13% lightning defense ------ Armor +4 Resistance +26% lightning +3% temporal +3% light +6% blight +3% cold Crit Resistance 5.00% Confus Resist +20% Rings make your fingers look great! |
Ring of the Dead Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) Unlife -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. |
Ring of the War Master Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Shadowkiss Shadowkiss0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +6 (+2 eff.) Accuracy +10 (+4 eff.) defense ------ Resistance +3% darkness Physical save +9 (+2 eff.) Unlife -60.00 life Rings make your fingers look great! |
Squalorsun the voratun ring Squalorsun the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +6 Mag +6 Wil +12 Cun offense ------ Damage +18% lightning Ignore resists +10% nature defense ------ Defense +20 (+7 eff.) Resistance +36% lightning Mind save +12 (+6 eff.) Rings make your fingers look great! |
Umbrawreck the stralite ring Umbrawreck the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +7 Con offense ------ Damage +6% darkness Ignore resists +15% darkness On-Hit (Melee): * 20 arcane resource burn * 20% chance to reduce armor by 43% defense ------ Resistance +15% light +18% blight Life Regen +8.00 Stun Resist +44% Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 19.30 cold and 20.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Veludhevena Veludhevena0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +7 Str +3 Dex +7 Con offense ------ Damage +18% mind Ignore resists +20% physical Ignore Armor +3 defense ------ Resistance +18% mind +12% acid Rings make your fingers look great! |
copper ring copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring 'Hailsaw' copper ring 'Hailsaw'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str +3 Wil offense ------ Damage +11% nature Ignore resists +10% cold defense ------ Resistance +22% nature Crit Resistance 5.00% Rings make your fingers look great! |
copper ring of corrosion (+22%) copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Resistance +22% acid Rings make your fingers look great! |
gold ring 'Eremyyon' gold ring 'Eremyyon'0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +5 Cun offense ------ Mind Crit +8% Damage +15% lightning When Hit 10 temporal defense ------ Resistance +30% lightning Life Regen +4.00 Healmod +20% Disarm Resist +20% other ------- EQ when Hit +0.12 Rings make your fingers look great! |
gold ring 'Stormwind' gold ring 'Stormwind'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +12% lightning +6% cold Ignore resists +20% lightning defense ------ Resistance +12% lightning +15% cold Life +30.00 Disarm Resist +23% Pinning Resist +29% Knockbk Resist +25% Rings make your fingers look great! |
marksman's stralite ring of luminosity marksman's stralite ring of luminosity0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Dex +5 Mag offense ------ On-Hit 26 light On-Ranged-Hit 18 light Damage +10% light Accuracy +12 (+4 eff.) Rings make your fingers look great! |
marksman's stralite ring of power marksman's stralite ring of power0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex offense ------ Physical Power +10 (+2 eff.) Spellpower +12 (+3 eff.) Mindpower +8 (+3 eff.) Accuracy +8 (+3 eff.) Rings make your fingers look great! |
mule's steel ring mule's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% other ------- Encumbrance +23 Rings make your fingers look great! |
mule's stralite ring of pilfering mule's stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+3 eff.) Ignore Armor +9 defense ------ Defense +8 (+3 eff.) Fatigue -6% other ------- Encumbrance +23 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 69% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
mule's voratun ring of misery mule's voratun ring of misery0.1 Encumbrance T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +7 Cun offense ------ On-Hit 21 physical On-Ranged-Hit 23 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 17% chance to reduce all saves and defense by 27 defense ------ Fatigue -9% other ------- Encumbrance +27 Hate-on-crit +2.00 Max hate +8.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
painweaver's stralite ring painweaver's stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +8 (+1 eff.) Spellpower +12 (+3 eff.) Mindpower +12 (+4 eff.) Damage +6% all Rings make your fingers look great! |
pixie's gold ring of arcana (+0.11/turn) pixie's gold ring of arcana (+0.11/turn)0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +2 Mag offense ------ Spellpower +7 (+1 eff.) defense ------ Silence Resist +29% other ------- Mana/turn +0.11 Rings make your fingers look great! |
pixie's stralite ring of tenacity pixie's stralite ring of tenacity0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Cun +3 Mag offense ------ Spellpower +9 (+2 eff.) defense ------ Life +24.00 Disarm Resist +29% Pinning Resist +31% Knockbk Resist +28% Rings make your fingers look great! |
rogue's gold ring of light (+26%) rogue's gold ring of light (+26%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun offense ------ Damage +13% light defense ------ Defense +8 (+3 eff.) Resistance +26% light Rings make your fingers look great! |
savage's stralite ring of time (+14%) savage's stralite ring of time (+14%)0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Con offense ------ Damage +14% temporal defense ------ Resistance +14% temporal Spell save +14 (+4 eff.) other ------- Max stamina +25.00 Rings make your fingers look great! |
savior's gold ring of nature (+24%) savior's gold ring of nature (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +12% nature defense ------ Resistance +24% nature Physical save +10 (+2 eff.) Spell save +7 (+2 eff.) Mind save +8 (+4 eff.) Rings make your fingers look great! |
savior's gold ring of tenacity savior's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: defense ------ Physical save +9 (+2 eff.) Spell save +10 (+3 eff.) Mind save +11 (+5 eff.) Life +28.00 Disarm Resist +23% Pinning Resist +27% Knockbk Resist +29% Rings make your fingers look great! |
savior's stralite ring of corrosion (+24%) savior's stralite ring of corrosion (+24%)0.1 Encumbrance T4 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +12% acid defense ------ Resistance +24% acid Physical save +10 (+2 eff.) Spell save +11 (+3 eff.) Mind save +11 (+5 eff.) Rings make your fingers look great! |
sneakthief's gold ring sneakthief's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +7 Cun +7 Dex offense ------ Accuracy +8 (+3 eff.) Rings make your fingers look great! |
sneakthief's gold ring of misery sneakthief's gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +10 Cun +6 Dex offense ------ On-Hit 12 physical On-Ranged-Hit 11 physical Accuracy +7 (+3 eff.) On-Hit (Melee): * 12% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 27 other ------- Hate-on-crit +2.00 Max hate +8.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
sneakthief's stralite ring of luminosity sneakthief's stralite ring of luminosity0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Dex +1 Mag +6 Cun offense ------ On-Hit 15 light On-Ranged-Hit 32 light Damage +14% light Accuracy +9 (+3 eff.) Rings make your fingers look great! |
sneakthief's voratun ring of darkness (+28%) sneakthief's voratun ring of darkness (+28%)0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +8 Cun +7 Dex offense ------ Damage +14% darkness Accuracy +9 (+3 eff.) defense ------ Resistance +28% darkness Rings make your fingers look great! |
sneakthief's voratun ring of power sneakthief's voratun ring of power0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +7 Dex offense ------ Physical Power +10 (+2 eff.) Spellpower +14 (+3 eff.) Mindpower +10 (+4 eff.) Accuracy +11 (+4 eff.) Rings make your fingers look great! |
solipsist's stralite ring of warding solipsist's stralite ring of warding0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +9 (+3 eff.) defense ------ Resistance +15% acid +14% fire +15% lightning +11% cold Rings make your fingers look great! |
solipsist's voratun ring solipsist's voratun ring0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +7 Wil offense ------ Mindpower +10 (+4 eff.) Rings make your fingers look great! |
solipsist's voratun ring of speed solipsist's voratun ring of speed0.1 Encumbrance T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun +6 Wil offense ------ Mindpower +13 (+5 eff.) Move Speed +18% Accuracy +8 (+3 eff.) defense ------ Defense +10 (+4 eff.) Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 4.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
stralite ring 'Lavawaker' stralite ring 'Lavawaker'0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +12% temporal +24% mind +27% fire Ignore resists +20% fire +10% mind +25% temporal defense ------ Silence Resist +39% other ------- Mana/turn +0.28 Rings make your fingers look great! |
titan's steel ring of the mind (+12%) titan's steel ring of the mind (+12%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con offense ------ Damage +12% mind defense ------ Resistance +12% mind Physical save +6 (+1 eff.) Rings make your fingers look great! |
voratun ring 'Elidath' voratun ring 'Elidath'0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +9 Str +1 Dex +3 Cun +12 Con offense ------ Physical Power +25 (+4 eff.) Spellpower +13 (+3 eff.) Mindpower +10 (+4 eff.) Ignore resists +10% blight On-Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) defense ------ Life +80.00 Life Regen +20.00 Healmod +20% other ------- See Invisibility +6 Rings make your fingers look great! |
voratun ring of luminosity voratun ring of luminosity0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +9 Mag offense ------ On-Hit 39 light On-Ranged-Hit 29 light Damage +16% light Rings make your fingers look great! |
voratun ring of luminosity voratun ring of luminosity0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag offense ------ On-Hit 18 light On-Ranged-Hit 28 light Damage +15% light Rings make your fingers look great! |
voratun ring of misery voratun ring of misery0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun offense ------ On-Hit 26 physical On-Ranged-Hit 13 physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 27 other ------- Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
voratun ring of misery voratun ring of misery0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun offense ------ On-Hit 17 physical On-Ranged-Hit 19 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 17% chance to reduce all saves and defense by 27 other ------- Hate-on-crit +2.00 Max hate +10.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
voratun ring of speed voratun ring of speed0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Move Speed +20% Accuracy +11 (+4 eff.) defense ------ Defense +13 (+5 eff.) Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
warrior's gold ring of lightning (+24%) warrior's gold ring of lightning (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Damage +12% lightning defense ------ Armor +8 Resistance +24% lightning Rings make your fingers look great! |
warrior's voratun ring of life warrior's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str defense ------ Armor +12 Life +65.00 Life Regen +10.00 Healmod +12% Rings make your fingers look great! |
Stormfront (30-45 power, 15 apr) Stormfront (30-45 power, 15 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 30.0 - 45.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 65% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 233.33 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
voratun dagger of enduring (38-49 power, 9 apr) voratun dagger of enduring (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Nature Weapon Damage 37.5 - 48.8 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +10 Con +15 Wil defense ------ Life +53.00 Sharp, short and deadly. This item has been sent to the Item's Vault. |
Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)12.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 96.0 - 144.0 Physical Uses 50% Mag, 140% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% Damage Conversion 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 33 * Blasts creatures in a radius 1 shockwave around your target for 298.48 to 895.44 physical damage (based on Strength). While equipped: offense ------ Critical power +40.00% Damage +12% physical defense ------ Knockbk Resist +30% Knock away other creatures within radius 4), dealing 756.04 to 1512.08 physical damage (based on Strength) to each. Uses 50 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Poltergeist's Dethblyd (70-112 power, 18 apr) Poltergeist's Dethblyd (70-112 power, 18 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 70.0 - 112.0 Physical Uses 60% Mag, 130% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +18 Critical Rate +20.0% Attack Speed 100% Lifesteal +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con defense ------ Defense +10 (+4 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) other ------- Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
stormbringer's voratun longsword of massacre (49-69 power, 6 apr) stormbringer's voratun longsword of massacre (49-69 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Nature/Master Weapon Damage 49.0 - 68.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +19 lightning +33 cold While equipped: offense ------ Move Speed +34% Ignore resists +24% lightning +13% cold Sharp, long, and deadly. |
Ureslak's Femur (52-73 power, 5 apr) Ureslak's Femur (52-73 power, 5 apr)3.0 Encumbrance T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Weapon Damage 52.0 - 72.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Poltergeist's Core of the Forge (24-26 power, 40 apr, dreamforge damage) Poltergeist's Core of the Forge (24-26 power, 40 apr, dreamforge damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 40 [Unique] Nature/Psionic Weapon Damage 24.0 - 26.4 Dreamforge Uses 60% Wil, 50% Mag, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Cun +6 Wil offense ------ Mind Crit +8% Physical Power +10 (+2 eff.) Mindpower +16 (+6 eff.) On-Hit 30 dreamforge Damage +10% physical +10% mind +10% fire Ignore resists +10% mind +10% physical Accuracy +10 (+4 eff.) defense ------ Defense +10 (+4 eff.) Resistance +5% physical +5% mind +15% fire Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) other ------- Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Effective talent level: 3.0 Power cost 24 out of 30/30. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 37.12 mind damage, 34.23 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 3.01 mind and 2.77 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Fularan the Growthraven Fularan the Growthraven1.0 Encumbrance T5 belt armor [Random Unique] Master While equipped: Stats +12 Dex +12 Cun +20 Lck offense ------ Damage +9% acid +6% nature Ignore resists +5% nature +20% acid On-Hit (Melee): * 22% chance to reduce armor by 43% defense ------ Resistance +3% acid +15% fire +15% cold Stealth +28 other ------- Disarm Traps +58 Infravision +11 A belt that goes around your waist. |
balancing drakeskin leather belt of magery balancing drakeskin leather belt of magery1.0 Encumbrance T5 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +7 Mag +7 Wil +4 Cun offense ------ Physical Crit +10.0% Spell Crit +5% Mind Crit +9% A belt that goes around your waist. |
blurring drakeskin leather belt of the giants blurring drakeskin leather belt of the giants1.0 Encumbrance T5 belt armor [Ego] Master While equipped: offense ------ Physical Power +4 (+1 eff.) defense ------ Defense +20 (+7 eff.) Spell save +10 (+3 eff.) Stealth +11 other ------- Size +1 A belt that goes around your waist. |
monstrous hardened leather belt of the vagrant monstrous hardened leather belt of the vagrant1.0 Encumbrance T3 belt armor [Ego++] Nature While equipped: Stats +5 Str +7 Con offense ------ Physical Power +11 (+2 eff.) Mindpower +6 (+2 eff.) defense ------ Physical save +11 (+2 eff.) Mind save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
spiritwalker's drakeskin leather belt of magery spiritwalker's drakeskin leather belt of magery1.0 Encumbrance T5 belt armor [Ego++] Arcane While equipped: Stats +9 Wil +18 Mag offense ------ Spell Crit +4% other ------- Mana/turn +0.47 Max mana +37.00 A belt that goes around your waist. |
spiritwalker's hardened leather belt of unlife spiritwalker's hardened leather belt of unlife1.0 Encumbrance T3 belt armor [Ego++] Arcane While equipped: Stats +5 Mag defense ------ Resistance +9% blight other ------- Mana/turn +0.17 Max mana +36.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+5 eff.) Resistance +10% fire +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag offense ------ Damage +25% cold When Hit 60 ice defense ------ Defense +12 (+4 eff.) Resistance +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 688.38 cold damage and condensing the air into freezing vapors that deal 229.46 cold damage (based on Magic) each turn for 10 turns. Uses 30 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. |
Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+7 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
restorative elven-silk cloak of mindcraft (3 def, 0 armour) restorative elven-silk cloak of mindcraft (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Mind Crit +6% defense ------ Defense +3 (+1 eff.) Resistance +14% nature +16% blight Life Regen +7.00 Healmod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Cloth of Dreams. |
shadow elven-silk cloak of fog (10 def, 0 armour) shadow elven-silk cloak of fog (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego++] Nature/Master While equipped: offense ------ Damage +19% darkness Ignore resists +20% darkness defense ------ Defense +10 (+4 eff.) Resistance +19% fire +23% darkness +19% light Stealth +29 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
wanderer's pair of drakeskin leather boots of strife (0 def, 5 armour) wanderer's pair of drakeskin leather boots of strife (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego++] Master/Psionic While equipped: Stats +5 Wil +6 Cun +8 Con offense ------ Mindpower +7 (+3 eff.) Ignore resists +8% physical defense ------ Armor +5 Physical save +14 (+3 eff.) Mind save +14 (+7 eff.) Blindside: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. This item has been sent to the Item's Vault. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +3 Cun +9 Mag defense ------ Defense +8 (+3 eff.) Stun Resist +20% other ------- 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: Effective talent level: 5.0 Power cost 12 out of 12/12. Range 6 Cooldown: 8 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 165.98 fire damage and 165.98 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag offense ------ Spell Crit +10% Spellpower +10 (+2 eff.) Damage +12% physical Ignore resists +15% physical defense ------ Armor +12 Resistance +10% physical other ------- Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Earthquake: Effective talent level: 4.0 Power cost 30 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 107.95 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+4 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+2 eff.) Spell save +15 (+5 eff.) Life +100.00 other ------- 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 220.22 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Starstreaker the hardened leather gloves (0 def, 2 armour) Starstreaker the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Str +6 Dex +2 Mag +6 Cun offense ------ Mind Crit +2% Damage +18% light Accuracy +18 (+6 eff.) defense ------ Armor +2 other ------- Hate-on-crit +5.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to voratun gauntlets. |
Helm of Knowledge (0 def, 12 armour) Helm of Knowledge (0 def, 12 armour)3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil defense ------ Armor +12 Fatigue +8% Resistance +10% arcane +15% light +15% mind Life Regen +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
Helm of the Dominated (0 def, 9 armour) Helm of the Dominated (0 def, 9 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag offense ------ Physical Power +10 (+2 eff.) Spellpower +10 (+2 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Mardodil the Shockflash (27 def, 9 armour) Mardodil the Shockflash (27 def, 9 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Nature/Master While equipped: Stats +11 Str +8 Mag +8 Wil +10 Cun offense ------ Physical Crit +3.0% Spell Crit +5% Critical power +15.00% Damage +18% blight +20% arcane +9% lightning Accuracy +12 (+4 eff.) Ignore Armor +4 When Hit: * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +9 Defense +27 (+9 eff.) Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 772.1 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
catburglar's drakeskin leather cap of the bounder (0 def, 5 armour) catburglar's drakeskin leather cap of the bounder (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego++] Master While equipped: Stats +7 Str +14 Dex defense ------ Armor +5 Fatigue +5% Resistance +17% darkness other ------- Infravision +4 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 772.1 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. This item has been sent to the Item's Vault. |
werebeast's hardened leather cap of might (0 def, 3 armour) werebeast's hardened leather cap of might (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +6 Str +3 Dex +3 Cun +8 Con offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +3 Fatigue +3% A cap made of leather. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)9.0 Encumbrance 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 offense ------ Spellpower +10 (+2 eff.) On-Hit 25 vim draining blight When Hit 25 vim draining blight defense ------ Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) Disease Resist +100% other ------- 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: Effective talent level: 5.0 Power cost 12 out of 12/12. Range 10 Cooldown: 5 Travel.spd 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 272.66 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. |
Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con offense ------ Physical Power +10 (+2 eff.) When Hit 30 physical defense ------ Armor +30 Fatigue +25% Resistance +20% physical Physical save +15 (+3 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 516.60 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 25 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. |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)17.0 Encumbrance T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Mindpower +10 (+4 eff.) When Hit: * 20% chance to cause random gloom defense ------ Armor +40 Defense +15 (+5 eff.) Fatigue +17% Resistance +15% acid +15% light +20% blight +25% mind +20% darkness Physical save +15 (+3 eff.) Mind save +25 (+11 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +4 Masteries +0.20 Cursed/Gloom Dominate: Effective talent level: 2.0 Power cost 15 out of 25/25. Range 2 Cooldown: 8 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 15% 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. |
The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con defense ------ Armor +35 Defense +25 (+8 eff.) Fatigue +15% Resistance +15% acid +20% darkness +15% blight +25% fire +20% cold Physical save +15 (+3 eff.) Spell save +25 (+7 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat Shadow Power +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
Summertide (17 def, 15 armour, 52-62 power, 260 block) Summertide (17 def, 15 armour, 52-62 power, 260 block)7.0 Encumbrance T5 shield armor [Unique] Nature When used to Attack: Weapon Damage 52.0 - 62.4 Light Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+3 eff.) Damage +10% fire +15% mind +15% light Ignore resists +10% fire +10% light +10% mind defense ------ Armor +15 Defense +17 (+6 eff.) Ranged Defense +17 (+5 eff.) Fatigue +12% Resistance +20% light +10% fire +15% darkness +12% mind Mind save +18 (+8 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 106.93 to 133.67 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Essence of Bearness Essence of Bearness3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Arkul's Siege Arrows (14/14, 68-95 power, 100 apr) Arkul's Siege Arrows (14/14, 68-95 power, 100 apr)3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 68.0 - 95.2 Physical Uses 50% Dex, 50% Mag, 70% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +100 Critical Rate +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. |
barbed quiver of dragonbone arrows (20/20, 66-93 power, 18 apr) barbed quiver of dragonbone arrows (20/20, 66-93 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Ego+] Master Weapon Damage 66.5 - 93.1 Physical Uses 70% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +18.0% Capacity 20 On Critical: * Wound the target dealing 362 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
agate agate0.0 Encumbrance 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. |
347 alchemist agate 347 alchemist agate0.0 Encumbrance 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. |
7 onyx 7 onyx0.0 Encumbrance 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. |
Windborne Azurite Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal 13 opal0.0 Encumbrance 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. |
9 sapphire 9 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 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. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 4.0 Power cost 30 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 107.95 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance 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. |
11 emerald 11 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 jade 10 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel 11 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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. |
21 turquoise 21 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(90 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright alchemist's lamp of health bright alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +46.00 other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching dwarven lantern of the sun scorching dwarven lantern of the sun1.0 Encumbrance T5 lite [Ego+] Arcane While equipped: offense ------ Damage +13% light When Hit 28 fire defense ------ Resistance +11% darkness +7% fire Affinity +5% light other ------- Light +7 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 3.6 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 583.49 light damage. At talent level 3 you gain 38% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
survivor's brass lantern survivor's brass lantern2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+1 eff.) Healmod +11% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
void-walker's alchemist's lamp of the moons void-walker's alchemist's lamp of the moons1.0 Encumbrance T3 lite [Ego++] Arcane While equipped: offense ------ Damage +10% darkness defense ------ Resistance +5% temporal +10% light +7% cold Affinity +5% darkness Out-of-Phase Defense +13 Out-of-Phase Resistance +13% Out-of-Phase Resilience +16% other ------- Light +4 Infravision +3 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 4.8 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 330.00 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Bladed Rift Bladed Rift2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+2 eff.) Mindpower +10 (+4 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 5.0 Power cost 15 out of 25/25. Range 10 Cooldown: 1 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. |
Fortune's Eye Fortune's Eye2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+4 eff.) Ignore Armor +12 defense ------ Defense +12 (+4 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 2.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Imp Claw Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 289.61 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 Encumbrance 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) Elemental Orb (Orb of Command)1.0 Encumbrance 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) Orb of Destruction (Orb of Command)1.0 Encumbrance 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) Orb of Undeath (Orb of Command)1.0 Encumbrance 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 Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 Item imbue powers: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 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. |
Runed Skull Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
78 alchemist bloodstone 78 alchemist bloodstone0.0 Encumbrance 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. |
32 bloodstone 32 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
25 fire opal 25 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 garnet 11 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 ruby 11 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance 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 Chest Transmogrification Chest2.0 Encumbrance 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. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr) Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Psionic Weapon Damage 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Mag 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On-ranged-hit +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. This object's appearance was changed to Invisible. |
focusing dragonbone totem of healing [power 464] (15 cooldown) focusing dragonbone totem of healing [power 464] (15 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 464 Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
10 amethyst 10 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
powerful dragonbone wand of shielding [power 434] (20 cooldown) powerful dragonbone wand of shielding [power 434] (20 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
24 diamond 24 diamond0.0 Encumbrance 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. |
32 moonstone 32 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+4 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
21 pearl 21 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 quartz 14 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
Your patron's plan worked. As your body was crushed by the raw forces of the void portal it opened wide. In an instant the connection was made and waves of heat came through.
The mad sun brought forth all its power through the portal, turning the High Peak into a giant searing needle!
A few minutes later the whole world was set ablaze, nothing survived except Faeros elementals.
Achievements
By Ferenth the Cornac Sun Paladin level 32
6th Allure 124th year of Ascendancy at 03:18 see stats
By Ferenth the Cornac Sun Paladin level 50
13rd Regrowth 125th year of Ascendancy at 04:18 see stats
By Ferenth the Cornac Sun Paladin level 31
2nd Decay 123rd year of Ascendancy at 03:06 see stats
By Ferenth the Cornac Sun Paladin level 40
21st Pyre 124th year of Ascendancy at 18:01 see stats
By Ferenth the Cornac Sun Paladin level 41
66th Pyre 124th year of Ascendancy at 00:22 see stats
By Ferenth the Cornac Sun Paladin level 50
7th Allure 125th year of Ascendancy at 02:53 see stats
By Ferenth the Cornac Sun Paladin level 47
57th Dusk 124th year of Ascendancy at 08:04 see stats
By Ferenth the Cornac Sun Paladin level 50
47th Pyre 125th year of Ascendancy at 13:32 see stats
By Ferenth the Cornac Sun Paladin level 33
21st Regrowth 124th year of Ascendancy at 18:55 see stats
By Ferenth the Cornac Sun Paladin level 50
19th Regrowth 125th year of Ascendancy at 13:33 see stats
By Ferenth the Cornac Sun Paladin level 19
1st Wintertide 123rd year of Ascendancy at 17:29 see stats
By Ferenth the Cornac Sun Paladin level 37
50th Regrowth 124th year of Ascendancy at 16:48 see stats
By Ferenth the Cornac Sun Paladin level 50
44th Pyre 125th year of Ascendancy at 08:15 see stats
By Ferenth the Cornac Sun Paladin level 35
35th Regrowth 124th year of Ascendancy at 22:17 see stats
By Ferenth the Cornac Sun Paladin level 50
17th Pyre 125th year of Ascendancy at 04:18 see stats
By Ferenth the Cornac Sun Paladin level 39
1st Pyre 124th year of Ascendancy at 21:55 see stats
By Ferenth the Cornac Sun Paladin level 18
56th Haze 122nd year of Ascendancy at 20:24 see stats
By Ferenth the Cornac Sun Paladin level 24
57th Pyre 123rd year of Ascendancy at 11:33 see stats
By Ferenth the Cornac Sun Paladin level 27
73rd Haze 123rd year of Ascendancy at 04:38 see stats
By Ferenth the Cornac Sun Paladin level 50
38th Pyre 125th year of Ascendancy at 08:57 see stats
By Ferenth the Cornac Sun Paladin level 50
1st Time of Balance 125th year of Ascendancy at 10:20 see stats
By Ferenth the Cornac Sun Paladin level 50
36th Haze 124th year of Ascendancy at 19:00 see stats
By Ferenth the Cornac Sun Paladin level 35
48th Regrowth 124th year of Ascendancy at 03:50 see stats
By Ferenth the Cornac Sun Paladin level 24
74th Pyre 123rd year of Ascendancy at 21:48 see stats
By Ferenth the Cornac Sun Paladin level 43
66th Pyre 124th year of Ascendancy at 04:55 see stats
By Ferenth the Cornac Sun Paladin level 33
2nd Regrowth 124th year of Ascendancy at 19:08 see stats
By Ferenth the Cornac Sun Paladin level 10
68th Dusk 122nd year of Ascendancy at 20:41 see stats
By Ferenth the Cornac Sun Paladin level 20
47th Regrowth 123rd year of Ascendancy at 11:28 see stats
By Ferenth the Cornac Sun Paladin level 30
80th Haze 123rd year of Ascendancy at 13:00 see stats
By Ferenth the Cornac Sun Paladin level 40
15th Pyre 124th year of Ascendancy at 03:40 see stats
By Ferenth the Cornac Sun Paladin level 50
3rd Haze 124th year of Ascendancy at 00:04 see stats
By Ferenth the Cornac Sun Paladin level 4
58th Dusk 122nd year of Ascendancy at 19:36 see stats
By Ferenth the Cornac Sun Paladin level 50
13rd Regrowth 125th year of Ascendancy at 04:18 see stats
By Ferenth the Cornac Sun Paladin level 50
18th Pyre 125th year of Ascendancy at 00:44 see stats
By Ferenth the Cornac Sun Paladin level 49
2nd Haze 124th year of Ascendancy at 23:56 see stats
By Ferenth the Cornac Sun Paladin level 43
6th Mirth 124th year of Ascendancy at 18:17 see stats
By Ferenth the Cornac Sun Paladin level 27
73rd Haze 123rd year of Ascendancy at 08:07 see stats
By Ferenth the Cornac Sun Paladin level 39
15th Pyre 124th year of Ascendancy at 03:38 see stats
By Ferenth the Cornac Sun Paladin level 50
58th Pyre 125th year of Ascendancy at 14:23 see stats
By Ferenth the Cornac Sun Paladin level 37
64th Regrowth 124th year of Ascendancy at 01:08 see stats
By Ferenth the Cornac Sun Paladin level 8
62nd Dusk 122nd year of Ascendancy at 16:21 see stats
By Ferenth the Cornac Sun Paladin level 48
69th Dusk 124th year of Ascendancy at 00:01 see stats
By Ferenth the Cornac Sun Paladin level 21
73rd Regrowth 123rd year of Ascendancy at 23:05 see stats
By Ferenth the Cornac Sun Paladin level 50
58th Pyre 125th year of Ascendancy at 14:25 see stats
By Ferenth the Cornac Sun Paladin level 50
10th Regrowth 125th year of Ascendancy at 00:10 see stats
By Ferenth the Cornac Sun Paladin level 8
64th Dusk 122nd year of Ascendancy at 21:26 see stats
By Ferenth the Cornac Sun Paladin level 24
65th Pyre 123rd year of Ascendancy at 11:45 see stats
By Ferenth the Cornac Sun Paladin level 44
4th Flare 124th year of Ascendancy at 02:08 see stats
By Ferenth the Cornac Sun Paladin level 50
58th Pyre 125th year of Ascendancy at 14:25 see stats
By Ferenth the Cornac Sun Paladin level 28
74th Haze 123rd year of Ascendancy at 17:56 see stats
By Ferenth the Cornac Sun Paladin level 19
16th Regrowth 123rd year of Ascendancy at 00:50 see stats
By Ferenth the Cornac Sun Paladin level 30
1st Decay 123rd year of Ascendancy at 12:47 see stats
By Ferenth the Cornac Sun Paladin level 31
4th Decay 123rd year of Ascendancy at 10:50 see stats
By Ferenth the Cornac Sun Paladin level 50
43rd Pyre 125th year of Ascendancy at 04:58 see stats
Log
Argoniel shrugs off Ferenth's 'Lightburn'!
Ferenth performs a melee critical strike against Argoniel!
Shield of Light performs a melee critical strike against Argoniel!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Ferenth performs a melee critical strike against Argoniel!
Ferenth is free from the acid.
High Sun Paladin Aeryn's storm dissipates.
High Sun Paladin Aeryn HEALS from light damage!
High Sun Paladin Aeryn receives 65 healing from High Sun Paladin Aeryn's healing light area effect.
Argoniel hits Ferenth for (18 absorbed), (18 absorbed), 0 fire (0 total damage).
Ferenth's Judgement hits High Sun Paladin Aeryn for (187 blocked), (324 stormshielded), 0 light, 132 healing (0 total damage) [132 healing].
Ferenth receives 114 healing from Ferenth's Judgement.
Ferenth hits Argoniel for 4192 light, 53 light, 235 light (4481 total damage).
Ferenth hits High Sun Paladin Aeryn for (187 blocked), (70 stormshielded), 0 light, 66 healing (0 total damage) [66 healing].
Shield of Light hits Argoniel for 812 light damage.
Shield of Light killed Argoniel!
Argoniel's Soul Rot hits High Sun Paladin Aeryn for (187 blocked), (162 absorbed), 0 blight (0 total damage).
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 669 healing.
High Sun Paladin Aeryn receives 65 healing from High Sun Paladin Aeryn's healing light area effect.
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: This is how the world ends: swallowed in fire, but not in darkness.!
New Achievement: The Sun Still Shines!
Saving game...
Saving done.