









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Inferno Race Pack 1.4.0Adds a collection of my races. 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:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.5This 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 50 / 983% |
| Size | medium |
| Lifes / Deaths | Killed by Varsha the Writhing at level 11 on the 8th Dusk 122nd year of Ascendancy at 11:42 3 / 5Killed by Varsha the Writhing at level 11 on the 8th Dusk 122nd year of Ascendancy at 14:11 Killed by Isliyakira the slimy ooze at level 43 on the 43rd Regrowth 124th year of Ascendancy at 03:00 Killed by CorDoom at level 46 on the 30th Pyre 124th year of Ascendancy at 09:32 Killed by CorDoom at level 50 on the 55th Pyre 124th year of Ascendancy at 15:34 |
Primary Stats
| Strength | 114 (base 60) |
| Dexterity | 40 (base 30) |
| Constitution | 106 (base 60) |
| Magic | 79 (base 60) |
| Willpower | 81 (base 60) |
| Cunning | 76 (base 60) |
Resources
| Mana | 122/749 |
| Equilibrium | 695 |
| Vim | 166/191 |
| Life | 1695/2180 |
| Positive | 10/197 |
| Stamina | 11/430 |
| Healing Factor | 1.4617391304348 |
| Regeneration | 46.258419381387 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +125.72307323196% |
Vision
| Sight | 10 |
| Lite | -1 |
Offense: Mainhand
| Damage | 277 |
| Accuracy | 48 |
| Crit Chance | 62% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Physical | +28% |
| Temporal | +10% |
| Lightning | +3% |
| Arcane | +19% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Nature | +14% |
| Arcane | +20% |
| Fire | +18% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 76.042592561577 (100%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 43 |
| Physical Save | 70 |
| Spell Save | 76 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 53%( 70%) |
| Blight | + 50%( 70%) |
| Arcane | + 52%( 70%) |
| Cold | + 60%( 70%) |
| All | + 33%( 70%) |
| Darkness | + 67%( 70%) |
| Light | + 53%( 70%) |
| Temporal | + 53%( 70%) |
| Lightning | + 49%( 70%) |
| Physical | + 56%( 70%) |
| Fire | + 57%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 66% |
| Disarm Resistance | 40% |
| Stun Resistance | 37% |
| Poison Resistance | 10% |
| Knockback Resistance | 100% |
Inscriptions (4/5)
| 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 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 576 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 473 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 769 damage for 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Corruption / Heart of Fire | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Fearfire | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Corruption / Oppression | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| Technique / Conditioning | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 1/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Flame of Urh'Rok |
| talent | Abyssal Shield |
| talent | Horrifying Blows |
| talent | Daunting Presence |
| talent | Eternal Suffering |
| talent | Elemental Harmony |
| detrimental effect | The target is on fire, taking 48.12 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Increases life regen by 15.00. Elemental Harmony |
| beneficial effect | Next melee attack will always trigger incinerating blows, and the damage from incinerating blows will be multiplied by 204% Raging flames |
| detrimental effect | The target has been splashed with acid, taking 19.78 acid damage per turn, reducing armour by 29 and attack by 25. Acid Splash |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 795. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed hummerhorn wing. * You've found the needed faerlhing fang. | active |
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 too late. The place has been drained of its power and the sorcerers have left. 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | Blazebreacher the alchemist's lamp1.0 T3 lite [Random Unique] Nature While equipped: Stats +5 Wil +4 Con dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +7 (+1 eff.) Dmg.mod +6% fire Res.pen +5% fire Melee Ret 4 nature 8 fire ----- def ----- Resists +11% blight +6% fire +6% nature +3% darkness Max.HP +64.00 HP.reg +3.40 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | leafwalker's voratun helm of might (0 def, 5 armour)3.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +5% nature Spell.save +7 (+2 eff.) Max.HP +93.00 Heal.mod +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | Velena0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag +8 Wil +6 Con dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +10 (+3 eff.) Res.pen +20% arcane Melee Ret 12 mind ----- def ----- HP.reg +2.60 Stun/Frz- +27% Rings can have magical properties. |
| On fingers | voratun ring 'Aralathabar'0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Dex +7 Cun +6 Con dps ---------- Dmg.mod +19% arcane Acc +13 (+4 eff.) Apr +6 ----- def ----- Resists +9% lightning +19% arcane +12% light Spell.save +14 (+3 eff.) Mind.save +13 (+3 eff.) Poison- +10% Confus- +46% Stun/Frz- +10% ---------- misc Max.stam +26.00 Rings can have magical properties. |
| Around waist | Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In main hand | Lavawilder the voratun battleaxe (55.5-83.25 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master Power 55.5 - 83.3 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% On Hit.r1 +4 fire On Crit.r2 +8 darkness +35 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +14.0% All.spd +7% Dmg.mod +9% darkness +6% fire Res.pen +14% nature +13% fire ----- def ----- Resists +3% fire +10% all Massive two-handed battleaxes. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Main armor | Dairokalthokhad the Airrace (9 def, 16 armour)17.0 T5 massive armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +3% lightning Res.pen +15% lightning On Hit (Melee): * Slows global speed by 30% * 30% chance to blind ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +3% light +9% physical Phys.save +18 (+5 eff.) Max.HP +154.00 HP.reg +3.50 Heal.mod +24% A suit of armour made of metal plates. |
| Cloak | 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 (+4 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 312.00 cold damage and condensing the air into freezing vapors that deal 104.00 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. |
| Around neck | Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+5 eff.) Die.at +0.00 life Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.4 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 342.25 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (605% speed; 7 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 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 increase movement speed by 605% 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. 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 766 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 766 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. |
acid wave rune (203 acid damage; disarm 5 turns with power 22)0.1 T2 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 203.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 22 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 9)0.1 T4 rune scroll [Normal] 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 in a range of 9. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (285 lightning damage)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 95.10 to 285.31 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) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 427 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 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 427 damage for 4 turns. 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. |
shielding rune of the titan (absorb 368 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 19 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 368 damage for 4 turns. 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. |
shielding rune of the wizard (absorb 287 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 19 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 287 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. |
vision rune (radius 11; dur 29; see demon)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 17) for 29 turns. Your mind will become more receptive for 29 turns, allowing you to sense any demon around. 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. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Gilukaltholdil the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +4 Dex +4 Mag +2 Wil +2 Con ----- def ----- Crit.dmg- 15.00% Amulets can have magical properties. |
mindweaver's stralite amulet of the eclipse0.1 T4 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +9 (+3 eff.) Melee+ 9 light 9 darkness Dmg.mod +9% light +9% darkness On Melee Ret: * 7% chance to inflict 15% damage reduction * 6% chance to blind ----- def ----- Mind.save +6 (+2 eff.) Confus- +15% Amulets can have magical properties. |
protective gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +1 Mag dps ---------- S.pwr/crit +2 ----- def ----- Armour +4 Defense +6 (+2 eff.) Res.Cap +4% all Phys.save +8 (+2 eff.) ---------- misc Mana/turn +0.24 Max.mana +26.00 Amulets can have magical properties. |
restful steel amulet of murder0.1 T2 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +11.00% Acc +6 (+2 eff.) Apr +12 ----- def ----- Fatigue -5% HP.reg +1.40 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. |
Harileroddaldir the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Mag +3 Wil +1 Cun ----- def ----- Spell.save +4 (+1 eff.) Heal/summ +20 ---------- misc Equi/ret +0.04 Hate/m.crit +3.00 Rings can have magical properties. |
Lorarion the Hellrain0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +3% acid +15% fire On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +3% acid Rings can have magical properties. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+2 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 206.39 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
gladiator's steel ring of warding0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Resists +11% acid +15% fire +13% lightning +12% cold Rings can have magical properties. |
gladiator's stralite ring of misery0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Str +5 Cun +6 Con dps ---------- Phys.pwr +9 (+1 eff.) Melee+ 10 bleed Ranged+ 11 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 13% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
voratun ring 'Ce'Nilekira'0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Acc +14 (+5 eff.) Apr +18 ----- def ----- Armour +8 Defense +15 (+5 eff.) Resists +1% physical Mind.save +15 (+4 eff.) Max.HP +130.00 HP.reg +1.80 Heal.mod +30% Confus- +43% ---------- misc Stam/turn +0.20 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 77% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 50% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Drake's Bane (52-78 power, 21 apr)3.0 T3 battleaxe 2H weapon [Unique] Master Power 52.0 - 78.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Khulmanar's Wrath (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 208.15 fire damage, and flames will be left dealing a further 48.54 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Bleakvengeance (86.5-129.75 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master Power 86.5 - 129.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +12 arcane On Hit.r1 +16 fire On Hit: * 20% chance to inflict 15% damage reduction While equipped: Stats +3 Wil dps ---------- Acc +19 (+6 eff.) Melee Ret 8 arcane ----- def ----- Defense +14 (+5 eff.) Disarm- +56% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 Massive two-handed mauls. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 82.0 - 123.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
voratun greatmaul 'Shinetrial' (69.5-104.25 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Psionic Power 69.5 - 104.3 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +35 cold On Hit: * 20% chance to blind * 25% chance to put talents on cooldown * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +4 Dex +1 Wil dps ---------- Dmg.mod +3% nature ---------- misc Light +3 Infravis +1 Massive two-handed mauls. |
Borosk's Hate (60-96 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Kindlereeve (77.5-124 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Master/Psionic Power 77.5 - 124.0 Fire Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +8 fire On Hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * cripple the target While equipped: dps ---------- Phys.crit +19.0% Dmg.mod +9% arcane Res.pen +10% arcane Melee Ret 8 fire ----- def ----- Resists +5% arcane +6% fire Massive two-handed swords. |
Suncast (26.5-42.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Nature Power 26.5 - 42.4 Light Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +24 insidious poison On Hit.r1 +8 nature While equipped: dps ---------- Dmg.mod +15% light Melee Ret 8 light On Hit (Melee): * Slows global speed by 30% * 15% chance to blind ---------- misc Light +3 Massive two-handed swords. |
dwarven-steel greatsword of amnesia (39.5-63.2 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Psionic Power 39.5 - 63.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: Massive two-handed swords. |
arcing voratun longsword of massacre (49-68.6 power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Arcane/Master Power 49.0 - 68.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, long, and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+12 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 175/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 T4 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 180% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +28 (+7 eff.) Dmg.mod +26% darkness ---------- misc Masteries +0.20 Spell/Necrotic minions +0.20 Celestial/Star fury +0.10 Spell/Advanced necrotic minions This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
lifebinding dragonbone vilestaff (30-36 power, 6 apr, acid element)5.0 T5 staff 2H weapon [Ego+] Nature 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: Stats +7 Con dps ---------- Spell.crit +5% Spell.pwr +22 (+6 eff.) Dmg.mod +30% acid ----- def ----- HP.reg +1.60 Heal.mod +19% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging dragonbone vilestaff of protection (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 ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) S.pwr/crit +7 Dmg.mod +30% darkness ----- def ----- Resists +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced orichalcum trident of phasing (51.5-82.4 power, 33 apr)3.0 T5 trident 2H weapon [Ego] Arcane/Master Power 51.5 - 82.4 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +33 Crit +4.0% Atk.spd 100% Phasing +65% While equipped: dps ---------- Acc +21 (+7 eff.) ----- def ----- Defense +19 (+6 eff.) Disarm- +28% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Deligar1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +13 Dex +5 Wil +8 Cun +8 Lck dps ---------- Mind.pwr +8 (+3 eff.) Acc +2 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Phys.save +28 (+7 eff.) Spell.save +20 (+5 eff.) Mind.save +16 (+4 eff.) Stealth +15 Die.at -80.00 life HP.reg +0.40 ---------- misc T.Disarm +18 Infravis +5 A belt that goes around your waist. |
Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+7 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 23 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of the Calm Waters1.0 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. |
Hellstickler1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +8 (+1 eff.) Dmg.mod +12% temporal +6% fire Res.pen +20% fire ----- def ----- Resists +6% temporal +15% fire Phys.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
drakeskin leather belt 'Smearsweeper'1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +9 Dex +5 Wil +10 Cun dps ---------- Phys.crit +12.0% Mind.crit +9% Res.pen +25% nature On Hit (Melee): * Slows global speed by 30% * 30% chance to blind ----- def ----- Resists +15% lightning +12% temporal +3% nature Phys.save +14 (+4 eff.) Spell.save +18 (+4 eff.) Mind.save +19 (+5 eff.) A belt that goes around your waist. |
insulating rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +5% fire +6% cold HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. |
Adamira the elven-silk cloak (17 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +18% blight Melee Ret 8 blight ----- def ----- Defense +17 (+6 eff.) Resists +18% acid +9% blight +8% fire +10% cold +9% lightning Phys.save +29 (+8 eff.) Mind.save +13 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 12 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
restorative elven-silk cloak of Iron Throne (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Nature/Master While equipped: Stats +3 Str +4 Con ----- def ----- Defense +3 (+1 eff.) Resists +15% nature +17% blight HP.reg +2.40 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak of sorcery (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +6 Wil dps ---------- Spell.crit +5% Dmg.mod +13% darkness Res.pen +19% darkness ----- def ----- Defense +3 (+1 eff.) Resists +25% darkness Stealth +14 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
ancient elven-silk robe of power (5 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +18 (+5 eff.) Dmg.mod +16% temporal +16% physical +20% all Res.pen +12% temporal +10% physical ----- def ----- Defense +5 (+2 eff.) Anom.red +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethylessra the pair of drakeskin leather boots (0 def, 15 armour)2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +5 Wil +5 Con dps ---------- Mind.pwr +6 (+2 eff.) S.pwr/crit +4 Dmg.mod +6% arcane Res.pen +25% blight +19% physical ----- def ----- Armour +15 Fatigue +5% Spell.save +5 (+1 eff.) ---------- misc Spell.cld 10% Infravis +2 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Daimadan the Kindlewar (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +9% acid Res.pen +15% acid Melee Ret 12 acid On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Fatigue +3% Resists +12% acid +9% fire +6% light +9% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Obsidianpower the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +3% darkness +3% fire +3% acid Spell.save +15 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots of speed (0 def, 5 armour)3.0 T5 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Airwind (3 def, 3 armour)1.5 T5 hands armor [Random Unique] Master/Psionic While equipped: Stats +2 Str +7 Dex +18 Cun dps ---------- Acc +27 (+9 eff.) Apr +12 ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +12% lightning +2% physical +10% darkness +3% mind Phys.save +8 (+2 eff.) Mind.save +9 (+2 eff.) Disarm- +29% ---------- misc Infravis +3 Track: Puts all charms on 15 cooldown Level 2.2 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (0 def, 6 armour)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. |
Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+3 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 72.47 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
stone warden's voratun gauntlets of dexterity (+5) (0 def, 19 armour)1.5 T5 hands armor [Ego+] Arcane/Master While equipped: Stats +5 Dex +15 Con dps ---------- Acc +19 (+6 eff.) ----- def ----- Armour +19 Hardiness +13% Resists +12% physical Metal gloves protecting the hands up to the middle of the lower arm. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Melee+ 0 % chance to summon an orc spirit Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
bladed drakeskin leather cap of absorption (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +4 Str dps ---------- Melee Ret 10 physical ----- def ----- Armour +5 Fatigue +5% ---------- misc Stam/ret +2.40 Equi/ret +3.00 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 516.2 Physical damage. If the attack hits, the target is confused (39% 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. |
defender's voratun helm of might (7 def, 11 armour)3.0 T5 head armor [Ego++] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +5 (+0 eff.) ----- def ----- Armour +11 Defense +7 (+2 eff.) Fatigue +5% Resists +5% all Phys.save +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
searing voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor [Ego+] Arcane While equipped: dps ---------- Melee+ 23 acid 23 fire Melee Ret 14 acid 14 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +27% acid +29% fire A suit of armour made of mail. |
prismatic drakeskin leather armour of thunder (5 def, 8 armour)9.0 T5 light armor [Ego+] Arcane While equipped: Stats +7 Str +9 Mag +9 Wil dps ---------- Phys.crit +10.0% Spell.crit +7% Mind.crit +8% Phys.pwr +19 (+3 eff.) Spell.pwr +21 (+6 eff.) Mind.pwr +21 (+7 eff.) ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Resists +15% lightning +17% light +19% darkness A suit of armour made of leather. |
Cuirass of the Dark Lord (0 def, 30 armour)17.0 T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+4 eff.) HP.reg +0.00 Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 407.04 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 25 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
MyGear (9 def, 16 armour)17.0 T5 massive armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +4 Mag +7 Cun +12 Con dps ---------- Melee+ 18 acid 23 fire Dmg.mod +9% lightning Melee Ret 16 acid 14 fire 20 physical 8 lightning ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +30% acid +25% fire +10% arcane Crit.dmg- 5.00% Spell.save +25 (+6 eff.) Max.HP +83.00 A suit of armour made of metal plates. |
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 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+5 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+6 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 13 Armour, 19 Defense and your attacks will gain 42% 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. |
Revenant (8 def, 20 armour)17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+3 eff.) Fatigue +12% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) Silence- +0% Confus- +0% Pinning- +60% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
333 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. |
13 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid 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. |
11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-6 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Durodig the voratun pickaxe (dig speed 14 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +11 Str +4 Cun +2 Mag dps ---------- Res.pen +25% blight Acc +8 (+3 eff.) Apr +10 ----- def ----- Fatigue -8% Resists +3% nature Die.at -60.00 life ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.3 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +77 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 30 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 303.52 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
bloodhexed voratun pickaxe (dig speed 18 turns)3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +10 Str +10 Wil dps ---------- Phys.crit +13.0% Mind.crit +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% 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 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) ----- def ----- Resists +8% blight +8% darkness ---------- misc Light +3 Infravis +4 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 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 10 turns, and deals 41 blight damage or heals 61 life. Creatures standing in the retch also have 11% 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. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 184.14 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
57 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% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By CorDoom the Cornac Doombringer level 31
4th Regrowth 123rd year of Ascendancy at 00:02 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By CorDoom the Cornac Doombringer level 20
36th Haze 122nd year of Ascendancy at 22:22 see stats
Against all odds
Killed Ukruk in the ambush.By CorDoom the Cornac Doombringer level 27
63rd Haze 122nd year of Ascendancy at 18:37 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By CorDoom the Cornac Doombringer level 21
54th Haze 122nd year of Ascendancy at 00:37 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By CorDoom the Cornac Doombringer level 34
34th Regrowth 123rd year of Ascendancy at 01:53 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By CorDoom the Cornac Doombringer level 37
19th Pyre 123rd year of Ascendancy at 18:02 see stats
Brave new world
Went to the Far East and took part in the war.By CorDoom the Cornac Doombringer level 33
28th Regrowth 123rd year of Ascendancy at 09:52 see stats
Bringer of Doom
Killed a Bringer of Doom.By CorDoom the Cornac Doombringer level 49
52nd Pyre 124th year of Ascendancy at 05:33 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By CorDoom the Cornac Doombringer level 20
48th Haze 122nd year of Ascendancy at 11:33 see stats
Destroyer's bane
Killed Golbug the Destroyer.By CorDoom the Cornac Doombringer level 32
15th Regrowth 123rd year of Ascendancy at 07:19 see stats
Exterminator
Killed 1000 creatures.By CorDoom the Cornac Doombringer level 18
34th Haze 122nd year of Ascendancy at 01:54 see stats
Fear me not!
Survived the Fearscape!By CorDoom the Cornac Doombringer level 45
29th Pyre 124th year of Ascendancy at 11:33 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By CorDoom the Cornac Doombringer level 48
48th Pyre 124th year of Ascendancy at 00:50 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By CorDoom the Cornac Doombringer level 5
78th Pyre 122nd year of Ascendancy at 05:34 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By CorDoom the Cornac Doombringer level 20
36th Haze 122nd year of Ascendancy at 21:37 see stats
Level 10
Got a character to level 10.By CorDoom the Cornac Doombringer level 10
5th Mirth 122nd year of Ascendancy at 05:19 see stats
Level 20
Got a character to level 20.By CorDoom the Cornac Doombringer level 20
36th Haze 122nd year of Ascendancy at 11:47 see stats
Level 30
Got a character to level 30.By CorDoom the Cornac Doombringer level 30
68th Haze 122nd year of Ascendancy at 13:24 see stats
Level 40
Got a character to level 40.By CorDoom the Cornac Doombringer level 40
7th Allure 124th year of Ascendancy at 21:26 see stats
Level 50
Got a character to level 50.By CorDoom the Cornac Doombringer level 50
53rd Pyre 124th year of Ascendancy at 09:16 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By CorDoom the Cornac Doombringer level 30
70th Haze 122nd year of Ascendancy at 09:07 see stats
Oozemancer
Destroyed the corrupted oozemancer.By CorDoom the Cornac Doombringer level 43
39th Regrowth 124th year of Ascendancy at 04:41 see stats
Orcrist
Killed the leaders of the Orc Pride.By CorDoom the Cornac Doombringer level 48
45th Pyre 124th year of Ascendancy at 07:41 see stats
Pest Control
Killed 1000 reproducing vermin.By CorDoom the Cornac Doombringer level 43
41st Regrowth 124th year of Ascendancy at 22:54 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By CorDoom the Cornac Doombringer level 17
52nd Dusk 122nd year of Ascendancy at 05:08 see stats
Selfless
Won ToME by closing the Void portal using yourself as a sacrifice.By CorDoom the Cornac Doombringer level 50
55th Pyre 124th year of Ascendancy at 15:34 see stats
Size is everything
Did over 1500 damage in one attack.By CorDoom the Cornac Doombringer level 39
6th Allure 124th year of Ascendancy at 00:17 see stats
Size matters
Did over 600 damage in one attack.By CorDoom the Cornac Doombringer level 21
55th Haze 122nd year of Ascendancy at 20:19 see stats
Sliders
Activated a portal using the Orb of Many Ways.By CorDoom the Cornac Doombringer level 33
15th Regrowth 123rd year of Ascendancy at 08:51 see stats
Slime killer party
Have 200 walls on the sludgenest turn into hostile creatures.By CorDoom the Cornac Doombringer level 43
42nd Regrowth 124th year of Ascendancy at 21:20 see stats
Slimefest
Have 100 walls on the sludgenest turn into hostile creatures.By CorDoom the Cornac Doombringer level 43
40th Regrowth 124th year of Ascendancy at 09:43 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By CorDoom the Cornac Doombringer level 50
55th Pyre 124th year of Ascendancy at 15:32 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By CorDoom the Cornac Doombringer level 38
55th Pyre 123rd year of Ascendancy at 16:06 see stats
That was close
Killed your target while having only 1 life left.By CorDoom the Cornac Doombringer level 11
8th Dusk 122nd year of Ascendancy at 14:11 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By CorDoom the Cornac Doombringer level 20
36th Haze 122nd year of Ascendancy at 22:22 see stats
The bigger the better!
Did over 3000 damage in one attack.By CorDoom the Cornac Doombringer level 44
80th Regrowth 124th year of Ascendancy at 20:54 see stats
The secret city
Discovered the truth about mages.By CorDoom the Cornac Doombringer level 10
8th Flare 122nd year of Ascendancy at 17:32 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By CorDoom the Cornac Doombringer level 35
66th Regrowth 123rd year of Ascendancy at 02:04 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By CorDoom the Cornac Doombringer level 30
70th Haze 122nd year of Ascendancy at 09:07 see stats
Treasure Hunter
Amassed 1000 gold pieces.By CorDoom the Cornac Doombringer level 19
34th Haze 122nd year of Ascendancy at 16:01 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By CorDoom the Cornac Doombringer level 25
62nd Haze 122nd year of Ascendancy at 21:37 see stats
Log
CorDoom misses Argoniel.
Argoniel stops burning.
CorDoom steals life from Argoniel!
CorDoom hits Argoniel for 285 physical, 19 physical, 3 fire, 15 fire (322 total damage).
Argoniel hits CorDoom for 100 healing, 7 healing, 1 healing, 5 healing (0 total damage) [113 healing].
Multi-hued drake breathes fire!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
You feel a surge of power as a powerful creature falls nearby.
CorDoom is on fire!
Multi-hued drake hits CorDoom for 94 fire damage.
Multi-hued drake hits Argoniel for 162 fire damage.
CorDoom's weapon surges with fire!
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless!
Option unlocked: New Class: Adventurer
Saving done.
CorDoom stops burning.
CorDoom is free from the acid.
CorDoom deactivates Daunting Presence.
CorDoom deactivates Horrifying Blows.
CorDoom deactivates Elemental Harmony.
CorDoom deactivates Eternal Suffering.
CorDoom deactivates Abyssal Shield.
CorDoom deactivates Flame of Urh'Rok.
CorDoom's is no longer blazing.



























































































































































































