









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 50 / 1672% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 35 on the 27th Regrowth 123rd year of Ascendancy at 16:25 0 / 9Killed by orc cryomancer at level 41 on the 73rd Regrowth 123rd year of Ascendancy at 17:50 Killed by Aluin the Fallen at level 43 on the 49th Pyre 123rd year of Ascendancy at 02:09 Killed by Velayavena the orc soldier at level 50 on the 3rd Regrowth 124th year of Ascendancy at 20:55 Killed by Glorotta the great wolf at level 50 on the 4th Pyre 124th year of Ascendancy at 04:25 Killed by Anaz the champion of Urh'Rok at level 50 on the 13rd Pyre 124th year of Ascendancy at 06:41 Killed by Elandar at level 50 on the 17th Pyre 124th year of Ascendancy at 21:03 Killed by Elandar at level 50 on the 17th Pyre 124th year of Ascendancy at 22:49 Killed by Elandar at level 50 on the 17th Pyre 124th year of Ascendancy at 23:11 |
Primary Stats
| Strength | 101 (base 60) |
| Dexterity | 55 (base 35) |
| Constitution | 37 (base 20) |
| Magic | 88 (base 65) |
| Willpower | 45 (base 7) |
| Cunning | 71 (base 60) |
Resources
| Life | -259/1350 |
| Mana | 816/816 |
| Stamina | 311/334 |
| Positive | 177/177 |
| Healing Factor | 1.885652173913 |
| Regeneration | 22.722108695652 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 3 |
| See Stealth | 12 |
| See Invisible | 11 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 190 |
| Accuracy | 59 |
| Crit Chance | 86% |
| APR | 55 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 66 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +27% |
| Physical | +17% |
| Mind | +15% |
| All | +7% |
| Darkness | +13% |
| Light | +65% |
| Arcane | +19% |
| Fire | +17% |
| Nature | +22% |
Offense: Damage Penetration
| Acid | +15% |
| Light | +10% |
| Temporal | +5% |
| Nature | +5% |
| Arcane | +10% |
| Lightning | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 37.451443447813 (82.5%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 7 |
| Physical Save | 36 |
| Spell Save | 33 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | 0%( 70%) |
| Cold | -2%( 70%) |
| All | -5%( 70%) |
| Darkness | + 24%( 70%) |
| Lightning | -5%( 70%) |
| Temporal | + 1%( 70%) |
| Physical | + 7%( 70%) |
| Mind | + 35%( 70%) |
| Fire | -5%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 97% |
| Instadeath Resistance | 100% |
| Poison Resistance | 23% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 265 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 540 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 927% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 58%, your defense is increased by 58 and all your resistances by 58%. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Righteous Strength |
| detrimental effect | The target is on fire, taking 128.40 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is under protection, removing one negative effect per turn. Providence |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You abandoned injured seer to death. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Radiance. Escort: lost anorithil (level 2 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Islada the elder vampire. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Xiwen the ice wyrm. Escort: temporal explorer (level 1 of Daikara) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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: 1316. | 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. | 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, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs 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 | pair of iron boots 'Uradin' (0 def, 3 armour) =Heal=3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Apr +2 ----- def ----- Armour +3 Fatigue -8% Crit.dmg- 15.00% Die.at -80.00 life HP.reg +2.30 Heal.mod +51% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Mohad1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +8% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% acid +3% cold +6% blight Max.HP +48.00 Blind- +20% Confus- +12% ---------- misc Light +8 See.Stealth +12 See.Invis +11 Track: Puts all charms on 40 cooldown Level 4.4 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 44 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Nighttickler the voratun helm (0 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +8 Str +1 Dex +8 Wil +3 Cun dps ---------- Phys.pwr +10 (+1 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +3% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +5 Fatigue +5% Resists +25% mind +11% physical Phys.save +5 (+3 eff.) Mind.save +30 (+9 eff.) Confus- +45% ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | dUG (dig speed 6 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +13 Str +6 Dex +10 Wil dps ---------- Phys.crit +13.0% Mind.crit +14% Crit.mult +20.00% Phys.pwr +17 (+3 eff.) Mind.pwr +8 (+3 eff.) Mov.spd +10% Dmg.mod +9% nature Apr +8 On Hit (Melee): * Slows global speed by 15% ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Psi/ret +0.12 Max.psi +30.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Cloudlace0.1 T4 ring jewelry [Rare] Master While equipped: Stats +5 Dex +10 Con dps ---------- Res.pen +10% lightning On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +5% arcane +15% acid HP.reg +4.00 Stun/Frz- +44% Rings can have magical properties. |
| On fingers | Gloreda the Growthusher0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Dex +1 Wil dps ---------- Phys.pwr +20 (+3 eff.) Spell.pwr +14 (+4 eff.) Mind.pwr +11 (+4 eff.) Dmg.mod +6% nature +7% all ----- def ----- Fatigue -6% Resists +14% nature +11% blight HP.reg +2.80 Poison- +23% Disease- +23% Stun/Frz- +31% ---------- misc Light +2 Rings can have magical properties. |
| Around waist | Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 320, based on Magic) for 10 turns. Uses 20 power out of 3/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In main hand | Not a Dissapoint (40-48 power, 6 apr, light element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 40.0 - 48.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +4 mind On Crit.r2 +4 mind +16 darkness On Hit: * 40% chance to cause random gloom While equipped: Stats +6 Wil +6 Mag dps ---------- Phys.crit +15.0% Spell.crit +5% Crit.mult +20.00% Spell.pwr +32 (+8 eff.) Dmg.mod +40% light Melee Ret 4 mind 4 darkness ---------- misc Mana/turn +0.37 Max.mana +177.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) =DAKTHUUUNNNN=1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 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. |
| Main armor | Splendourbender the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Random Unique] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +18% light Res.pen +10% light +5% nature Melee Ret 7 light ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +22% blight +7% mind +13% darkness Mind.save +13 (+5 eff.) Max.HP +55.00 HP.reg +2.70 Heal.mod +18% ---------- misc Light +1 A suit of armour made of mail. |
| Cloak | elven-silk cloak 'Woereek' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Con dps ---------- Spell.crit +6% Crit.mult +54.00% Spell.pwr +4 (+1 eff.) Dmg.mod +12% arcane Res.pen +10% arcane +15% acid Acc +9 (+2 eff.) Apr +15 Melee Ret 16 acid ----- def ----- Defense +3 (+2 eff.) Resists +6% acid +6% mind +6% darkness Stealth +11 ---------- misc Max.mana +70.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Murkwrecker'0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag dps ---------- Crit.mult +28.00% Spell.pwr +9 (+3 eff.) Dmg.mod +12% blight +10% fire +3% darkness Res.pen +5% temporal Acc +7 (+1 eff.) Apr +17 ----- def ----- Resists +9% darkness +6% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Amulets can have magical properties. |
Inventory
healing infusion of the warrior (heal 304)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 304 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+13 for 11 turns, die at -709)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 11 turns. While Heroism is active, you will only die when reaching -709 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
heroism infusion of the duelist (+14 for 11 turns, die at -706)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 11 turns. While Heroism is active, you will only die when reaching -706 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
heroism infusion of the duelist (+15 for 8 turns, die at -660)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 8 turns. While Heroism is active, you will only die when reaching -660 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
heroism infusion of the wizard (+18 for 11 turns, die at -638)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 11 turns. While Heroism is active, you will only die when reaching -638 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
movement infusion of the warrior (868% speed; 4 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 868% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (922% speed; 8 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 922% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
movement infusion of the wizard (715% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 715% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
movement infusion of the wizard (745% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 745% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
regeneration infusion of the warrior (heal 857 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 857 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 605 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 605 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 544 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 544 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 368 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 368 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 ability. |
wild infusion of the psychic (resist 22%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 30%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 32%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
wild infusion of the wizard (resist 25%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
biting gale rune of the wizard (166 cold damage; freeze 3 turns with power 61)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 166.49 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 61 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 ability. |
controlled phase door rune of the wizard (range 13)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 13. 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 ability. |
lightning rune of the wizard (409 lightning damage)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 136.39 to 409.17 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. |
lightning rune of the wizard (540 lightning damage)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 179.90 to 539.71 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. |
phase door rune of the sneak (range 13; power 36; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 11; power 36; dur 6)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. 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 ability. |
phase door rune of the warrior (range 15; power 43; dur 5)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 43%, your defense is increased by 43 and all your resistances by 43%. 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 ability. |
shielding rune of the warrior (absorb 663 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 663 damage for 5 turns. 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 ability. |
shielding rune of the wizard (absorb 454 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 454 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 ability. |
shielding rune of the wizard (absorb 508 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 508 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 ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns) =TRAASSHHH=0.1 T3 taint scroll [Plot Item] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Airvengeance the gold amulet =Stun/Con=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Mag +4 Wil +6 Con dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Fatigue -20% Resists +15% lightning Stun/Frz- +30% ---------- misc Light +2 Amulets can have magical properties. |
Chamekath the Startorrent0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +29 Str +10 Dex +9 Wil dps ---------- Mind.crit +2% Crit.mult +15.00% Melee Ret 8 light 8 acid On Hit (Melee): * 30% chance to blind ---------- misc Max.hate +4.00 Amulets can have magical properties. |
Cool0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Mag dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) S.pwr/crit +8 Dmg.mod +6% acid +8% temporal +12% light +8% darkness +8% physical Res.pen +20% acid +10% arcane ----- def ----- Fatigue -10% Resists +30% lightning Phys.save +25 (+10 eff.) Spell.save +25 (+10 eff.) Mind.save +21 (+7 eff.) HP.reg +4.50 Stun/Frz- +50% ---------- misc Vim/s.crit +3.00 Amulets can have magical properties. |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+3 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
gold amulet 'Mayyma'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +4 Str +2 Mag +2 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) ----- def ----- Fatigue -6% Crit.dmg- 15.00% ---------- misc Light +3 Masteries +0.28 Celestial/Combat Amulets can have magical properties. |
voratun amulet0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
voratun amulet0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
wanderer's steel amulet of dexterity (+7) =Dex=0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.60 ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Aerurayon the stralite ring =Dmg=0.1 T4 ring jewelry [Random Unique] Master While equipped: Stats +8 Dex +3 Wil dps ---------- Phys.pwr +13 (+2 eff.) Spell.pwr +17 (+5 eff.) Mind.pwr +17 (+6 eff.) Mov.spd +18% Dmg.mod +8% all +3% temporal Acc +29 (+7 eff.) ----- def ----- Defense +13 (+7 eff.) Crit.dmg- 15.00% ---------- misc Infravis +3 Telepathy Dragon Blinding Speed: Puts all charms on 40 cooldown Level 4.4 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings can have magical properties. |
Branimahir the Murksting =Con=0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +8 Str +5 Mag +8 Con dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Silence- +30% ---------- misc Mana/turn +0.18 Rings can have magical properties. |
Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 15 temporal Dmg.mod +10% physical +15% temporal ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 98.89 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Kindlestrider the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% mind +9% fire Res.pen +25% mind ----- def ----- HP.reg +1.40 Stun/Frz- +25% Rings can have magical properties. |
gold ring 'Balancecutter'0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% nature +6% darkness Res.pen +25% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% darkness HP.reg +3.20 Stun/Frz- +37% Rings can have magical properties. |
stralite ring0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
titan's voratun ring of life0.1 T5 ring jewelry [Ego+] Nature While equipped: Stats +8 Con ----- def ----- Phys.save +16 (+7 eff.) Max.HP +59.00 HP.reg +1.50 Heal.mod +22% Rings can have magical properties. |
voratun ring 'Relgudechak'0.1 T5 ring jewelry [Rare] Master While equipped: Stats +2 Str +3 Dex +3 Mag dps ---------- Dmg.mod +6% acid Res.pen +32% arcane Melee Ret 12 acid On Hit (Melee): * 39% chance to corrode armour by 30% ----- def ----- Resists +6% arcane +6% acid HP.reg +3.70 Stun/Frz- +50% ---------- misc Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
Gorivea the Darksweep (59-88.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Rare] Arcane Power 59.0 - 88.5 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit / acc Apr +4 Crit +11.0% Atk.spd 100% On Hit.r1 +28 fire While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +30% darkness Res.pen +15% physical Apr +3 ----- def ----- Armour +8 Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Phys.save +6 (+3 eff.) Heal.mod +15% Massive two-handed battleaxes. |
Kinetic Spike (38-49.4 power, 40 apr)1.0 T5 dagger 1H weapon [Unique] Psionic Power 38.0 - 49.4 Physical Uses 30% Wil, 30% Str, 50% Mag 40% Dex Acc+ +0.5% APR / acc Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+2 eff.) Res.pen +30% physical Acc +8 (+2 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 10 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Dream Malleus (56-84 power, 5 apr)5.0 T4 greatmaul 2H weapon [Unique] Arcane/Master/Psionic Power 56.0 - 84.0 Physical Uses 70% Wil, 50% Mag, 70% Str Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Melee+ +19 mind On Hit: * 14% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +2 Mag +4 Wil +2 Cun dps ---------- Mind.crit +5% Spell.pwr +7 (+2 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +10% mind +10% physical Res.pen +20% blight Acc +12 (+3 eff.) ---------- misc Psi/turn +0.10 Talents +3 Hammer Toss +3 Dream Smith's Hammer Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Champion's Will (67-107.2 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 20% Con, 50% Mag, 115% Str Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 109 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 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. |
Champion's Will (67-107.2 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 20% Con, 50% Mag, 115% Str Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 109 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 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. |
Blood-Edge (46-64.4 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 46.0 - 64.4 Physical Uses 60% Mag, 100% Str Acc+ +0.4% crit.pwr / acc Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+6 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal 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 67%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Blood-Edge (46-64.4 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 46.0 - 64.4 Physical Uses 60% Mag, 100% Str Acc+ +0.4% crit.pwr / acc Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+6 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal 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 67%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 60% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+1 eff.) Mind.pwr +16 (+6 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+2 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 27.57 mind damage, 28.05 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 2.27 mind and 2.31 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. |
Islylaith the living mindstar (17-18.7 power, 45 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature Power 17.0 - 18.7 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +45 Crit +5.0% Atk.spd 100% Phasing +40% While equipped: Stats +4 Str +10 Dex dps ---------- Phys.crit +3.0% Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +9% acid Apr +3 ----- def ----- Armour +8 Resists +4% physical Die.at -109.00 life HP.reg +1.20 ---------- misc Equi/ret +2.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Dissapoint (30-36 power, 6 apr, light element) =Also No=5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Phys.crit +10.0% Spell.crit +13% Crit.mult +43.00% Phys.pwr +14 (+2 eff.) Spell.pwr +39 (+10 eff.) Melee+ 30 fire Dmg.mod +3% mind +30% light Acc +15 (+3 eff.) ----- def ----- Fatigue -6% Resists +15% darkness +24% temporal Anom.red +25 Def/telep +45 Res/telep +35% Dur/telep +52% ---------- misc Psi/ret +0.08 See.Invis +15 Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 10) dealing 184.84 to 221.81 light damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
Dissapoint (30-36 power, 6 apr, light element) =No=5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Mag dps ---------- Phys.crit +6.0% Spell.crit +24% Crit.mult +27.00% Phys.pwr +15 (+2 eff.) Spell.pwr +25 (+7 eff.) Dmg.mod +12% temporal +30% light +6% fire Res.pen +5% blight +15% light Phasing +59% Acc +15 (+3 eff.) ----- def ----- Resists +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone starstaff (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +14.0% Spell.crit +5% Spell.pwr +25 (+7 eff.) Melee+ 45 arcane Dmg.mod +30% darkness ---------- misc Max.mana +63.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic voratun waraxe of evisceration (40.5-56.7 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 acid On Crit: * wounds the target for 7 turns: 25 bleeding, 75% reduced healing * splashes the target with acid While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +15 (+2 eff.) One-handed war axes. |
blazebringer's voratun waraxe (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Nature Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +11 fire While equipped: dps ---------- All.spd +5% Res.pen +15% fire One-handed war axes. |
quick voratun waraxe of corruption (39-54.6 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Arcane/Master Power 39.0 - 54.6 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 111% On Hit: * 11% chance to inflict 15% damage reduction * 20% chance to curse the target While equipped: Stats +6 Dex dps ---------- Acc +14 (+3 eff.) One-handed war axes. |
Whip of Urh'Rok (55-60.5 power, 0 apr)3.0 T5 whip 1H weapon [Unique] Arcane Power 55.0 - 60.5 Fire repulsion Uses 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +0 Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Girdle of the Calm Waters =Heal=1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Traaaashhhh1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +10 Con +3 Wil dps ---------- Mind.pwr +10 (+4 eff.) Res.pen +20% nature ----- def ----- Armour +15 Defense +36 (+18 eff.) Resists +15% fire +5% arcane +15% cold Phys.save +24 (+9 eff.) Mind.save +15 (+5 eff.) Stealth +14 ---------- misc Light +2 Telepathy Demon/Minor Demon/Major A belt that goes around your waist. |
drakeskin leather belt 'Corpsepanic'1.0 T5 belt armor [Rare] Master While equipped: Stats +7 Dex +6 Mag dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +6 (+1 eff.) On Hit (Melee): * Slows global speed by 37% ----- def ----- Fatigue -8% Resists +21% nature Crit.dmg- 18.00% A belt that goes around your waist. |
Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 60 ice ----- def ----- Defense +12 (+6 eff.) Resists -15% fire +25% cold +8% all Release a radius 4 chilling blast, instantly dealing 362.73 cold damage and condensing the air into freezing vapors that deal 120.91 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. |
Ashwoe (14 def, 18 armour)2.0 T5 cloth armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +12% fire Res.pen +34% fire On Melee Ret: * Slows global speed by 10% * 10 arcane resource burn ----- def ----- Armour +18 Defense +14 (+7 eff.) Rng.Def +9 (+5 eff.) Crit.dmg- 20.00% Spell.save +12 (+6 eff.) Blind- +25% Disease- +25% Teleport- +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Galepunish the pair of dwarven-steel boots (0 def, 4 armour) =Sil/Conf/Stun=3.0 T3 feet armor [Rare] Arcane While equipped: Stats +10 Mag dps ---------- Dmg.mod +12% lightning Res.pen +10% lightning ----- def ----- Armour +4 Fatigue +3% Silence- +29% Confus- +31% Stun/Frz- +36% ---------- misc See.Invis +9 Telepathy Demon/Minor Demon/Major Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shifting Boots (7 def, 1 armour)2.0 T5 feet armor [Unique] Arcane While equipped: Stats +8 Cun +4 Dex ----- def ----- Armour +1 Defense +7 (+4 eff.) Fatigue +2% ---------- misc Masteries +0.10 Spell/Temporal Blink to a nearby random location within range 14 (based on Magic). Uses 22 power out of 40/40 Those leather boots can make anybody as annoying as their former possessor, Draebor. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Wil +8 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
The Black Boots (2 def, 1 armour) =Speed=2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +0% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of hardened leather boots 'Lustrewreck' (0 def, 3 armour) =Pen=2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Res.pen +10% light ----- def ----- Armour +3 Fatigue +3% Resists +8% cold +7% fire +18% light +15% darkness A pair of boots made of leather. |
Eleta (0 def, 2 armour)1.5 T3 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 9 blight Dmg.mod +8% blight ----- def ----- Armour +2 Resists +6% darkness +8% blight +9% cold +9% mind +5% arcane Die.at -60.00 life Disease- +30% Stun/Frz- +15% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Kudin' (0 def, 1 armour) =dex/Con=1.5 T1 hands armor [Rare] Nature While equipped: Stats +3 Dex +2 Mag +1 Wil +3 Con dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Fatigue -2% Resists +3% acid +6% fire Metal gloves protecting the hands up to the middle of the lower arm. |
Brightstinger (0 def, 5 armour) =Dex/Heal=2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +4 Cun +12 Lck dps ---------- Phys.crit +4.0% Spell.crit +7% Mind.crit +7% Apr +6 Melee Ret 8 blight On Hit (Melee): * 20% chance to disease * 30% chance to blind ----- def ----- Armour +5 Fatigue +5% Resists +13% nature Spell.save +10 (+5 eff.) Max.HP +75.00 Heal.mod +25% A cap made of leather. |
Crown of Eternal Night (0 def, 3 armour)2.0 T3 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Earimas the Puregrinder (0 def, 5 armour)3.0 T5 head armor [Rare] Master While equipped: Stats +4 Str +5 Con dps ---------- Mind.crit +5% Crit.mult +25.00% Phys.pwr +6 (+1 eff.) Dmg.mod +15% mind +9% temporal Res.pen +15% nature +10% temporal ----- def ----- Armour +5 Fatigue +5% Resists +18% temporal Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lustrevein the hardened leather cap (0 def, 3 armour) =Pen=2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Res.pen +25% arcane +20% light Melee Ret 8 light 8 physical On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +6% light ---------- misc Light +3 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 666.5 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Xymitira (12 def, 6 armour)2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +20% nature Melee Ret 16 arcane ----- def ----- Armour +6 Defense +12 (+6 eff.) Rng.Def +9 (+5 eff.) Resists +3% physical +30% nature +6% arcane Blind- +25% Stun/Frz- +40% ---------- misc Vim/s.crit +3.00 Max.mana +40.00 A pointy cloth hat, very wizardly... |
voratun helm (0 def, 5 armour)3.0 T5 head armor [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Poromira the Ravenflash (5 def, 8 armour)9.0 T5 light armor [Rare] Master While equipped: dps ---------- Mind.pwr +12 (+4 eff.) Dmg.mod +24% darkness Melee Ret 12 mind ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +8% Resists +28% acid ---------- misc Telepathy All A suit of armour made of leather. |
Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+4 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+8 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+6 eff.) Mind.save +25 (+8 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 8 Armour, 11 Defense and your attacks will gain 34% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. 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. |
487 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Lightqueen the iron pickaxe (dig speed 40 turns) =Pen=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% light +6% mind Res.pen +25% light ----- def ----- Fatigue -6% Resists +15% mind +9% light ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dissapoint1.0 T5 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Con +7 Wil dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire +15% mind +24% arcane Res.pen +20% arcane +15% fire ----- def ----- Resists +30% blight +14% darkness Mind.save +15 (+5 eff.) HP.reg +6.50 ---------- misc Light +4 Infravis +6 See.Stealth +25 See.Invis +37 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 26 blight damage or heals 30 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 34.59 cold damage and 37.82 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Gunachik the dwarven lantern1.0 T5 lite [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Dmg.mod +6% acid +12% temporal +14% light +9% blight Res.pen +10% temporal Melee Ret 26 blight On Hit (Melee): * 10% chance to disease ----- def ----- Defense +15 (+8 eff.) Resists +15% darkness +12% blight Affinity +5% light Phys.save +19 (+8 eff.) Spell.save +16 (+7 eff.) Mind.save +16 (+5 eff.) Max.HP +80.00 ---------- misc Light +7 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 82.33 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Issufang =Undead=1.0 T3 lite [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +4% Mind.crit +3% Crit.mult +10.00% Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+2 eff.) Res.pen +20% mind ----- def ----- Resists +11% blight +11% darkness +12% mind Heal/summ +30 ---------- misc Light +3 Infravis +5 See.Invis +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 26 blight damage or heals 30 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
55 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
11 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dragonbone totem of thorny skin 'Samigrim' [power 90] (19/20 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +24% mind Melee Ret 12 mind ----- def ----- Resists +12% light +15% temporal +19% mind +6% arcane Phys.save +9 (+4 eff.) Confus- +15% Stun/Frz- +25% Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
Skysorrow the ash wand of trap destruction [power 41] (19/15 cooldown) =Con=2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Str +3 Cun +10 Con dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +9% lightning ---------- misc Max.vim +11.00 Disarm traps (41 bonus disarm power, based on Magic) along a range 4 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
11 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Radiance the Cornac Sun Paladin level 38
55th Regrowth 123rd year of Ascendancy at 10:33 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Radiance the Cornac Sun Paladin level 47
17th Haze 123rd year of Ascendancy at 05:30 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Radiance the Cornac Sun Paladin level 38
34th Regrowth 123rd year of Ascendancy at 17:50 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Radiance the Cornac Sun Paladin level 49
48th Haze 123rd year of Ascendancy at 03:19 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Radiance the Cornac Sun Paladin level 47
76th Dusk 123rd year of Ascendancy at 17:46 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Radiance the Cornac Sun Paladin level 10
1st Flare 122nd year of Ascendancy at 20:29 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Radiance the Cornac Sun Paladin level 50
53rd Haze 123rd year of Ascendancy at 05:51 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Radiance the Cornac Sun Paladin level 40
65th Regrowth 123rd year of Ascendancy at 14:02 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Radiance the Cornac Sun Paladin level 34
25th Regrowth 123rd year of Ascendancy at 01:47 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Radiance the Cornac Sun Paladin level 23
1st Time of Equilibrium 122nd year of Ascendancy at 03:30 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Radiance the Cornac Sun Paladin level 47
77th Dusk 123rd year of Ascendancy at 01:29 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Radiance the Cornac Sun Paladin level 38
51st Regrowth 123rd year of Ascendancy at 21:28 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Radiance the Cornac Sun Paladin level 50
2nd Pyre 124th year of Ascendancy at 01:33 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Radiance the Cornac Sun Paladin level 45
65th Pyre 123rd year of Ascendancy at 00:20 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Radiance the Cornac Sun Paladin level 10
1st Flare 122nd year of Ascendancy at 20:27 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Radiance the Cornac Sun Paladin level 20
63rd Dusk 122nd year of Ascendancy at 21:08 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Radiance the Cornac Sun Paladin level 30
33rd Haze 122nd year of Ascendancy at 08:43 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Radiance the Cornac Sun Paladin level 40
63rd Regrowth 123rd year of Ascendancy at 02:35 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Radiance the Cornac Sun Paladin level 50
50th Haze 123rd year of Ascendancy at 21:55 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Radiance the Cornac Sun Paladin level 8
78th Pyre 122nd year of Ascendancy at 10:53 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Radiance the Cornac Sun Paladin level 50
44th Regrowth 124th year of Ascendancy at 16:02 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Radiance the Cornac Sun Paladin level 50
3rd Allure 124th year of Ascendancy at 00:49 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Radiance the Cornac Sun Paladin level 18
47th Dusk 122nd year of Ascendancy at 08:05 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Radiance the Cornac Sun Paladin level 38
34th Regrowth 123rd year of Ascendancy at 17:45 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Radiance the Cornac Sun Paladin level 19
62nd Dusk 122nd year of Ascendancy at 00:43 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Radiance the Cornac Sun Paladin level 41
65th Regrowth 123rd year of Ascendancy at 18:23 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Radiance the Cornac Sun Paladin level 11
8th Flare 122nd year of Ascendancy at 23:29 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Radiance the Cornac Sun Paladin level 47
17th Haze 123rd year of Ascendancy at 05:30 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Radiance the Cornac Sun Paladin level 33
1st Regrowth 123rd year of Ascendancy at 18:49 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Radiance the Cornac Sun Paladin level 50
77th Haze 123rd year of Ascendancy at 14:54 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Radiance the Cornac Sun Paladin level 13
12nd Dusk 122nd year of Ascendancy at 07:27 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Radiance the Cornac Sun Paladin level 43
33rd Pyre 123rd year of Ascendancy at 23:54 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Radiance the Cornac Sun Paladin level 26
14th Haze 122nd year of Ascendancy at 00:02 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Radiance the Cornac Sun Paladin level 18
38th Dusk 122nd year of Ascendancy at 10:07 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Radiance the Cornac Sun Paladin level 50
17th Pyre 124th year of Ascendancy at 22:49 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Radiance the Cornac Sun Paladin level 37
33rd Regrowth 123rd year of Ascendancy at 04:21 see stats
Log
Elandar hits Radiance for (345 absorbed), 0 arcane (0 total damage).
Radiance is no longer out of phase.
Talent Barrier is ready to use.
Talent Flash of the Blade is ready to use.
Radiance casts Sun Ray.
Radiance rushes out!
Talent Rune: Phase Door is ready to use.
Radiance casts Sun Ray.
Radiance's spell attains critical power!
Radiance is filled with the Sun's fury!
Elandar casts a protective shield just in time!
Elandar resists the blinding light!
Radiance's solar fury subsides.
Radiance hits Elandar for (444 absorbed), 0 light (0 total damage).
Elandar casts Illuminate.
Radiance resists the blinding light!
Your shield crumbles under the damage!
The shield around Radiance crumbles.
Elandar hits Radiance for (103 absorbed), 57 light (57 total damage).
Argoniel activates a prepared device.
Elandar casts Flame.
Elandar's spell attains critical power!
Radiance shrugs off the critical damage!
Radiance is on fire!
Elandar hits Radiance for 259 fire damage.
Elandar casts Lightning.
Saving done.
Saving game...












































































































































