










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 30 / 70% |
| Size | big |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 10 on the 1st Summertide 122nd year of Ascendancy at 01:46 0 / 8Killed by Nerebremira the sand-drake at level 11 on the 5th Flare 122nd year of Ascendancy at 02:16 Killed by Grand Corruptor at level 19 on the 59th Dusk 122nd year of Ascendancy at 18:09 Killed by Protector Myssil at level 19 on the 59th Dusk 122nd year of Ascendancy at 18:44 Killed by Aromirin the midge swarm at level 22 on the 75th Dusk 122nd year of Ascendancy at 06:59 Killed by elven corruptor at level 25 on the 9th Haze 122nd year of Ascendancy at 22:06 Killed by Diafestr the human at level 26 on the 53rd Haze 122nd year of Ascendancy at 05:48 Killed by overpowered greater multi-hued wyrm at level 30 on the 49th Regrowth 123rd year of Ascendancy at 23:54 |
Primary Stats
| Strength | 78 (base 60) |
| Dexterity | 13 (base 10) |
| Constitution | 30 (base 12) |
| Magic | 82 (base 59) |
| Willpower | 18 (base 10) |
| Cunning | 14 (base 11) |
Resources
| Life | -103/766 |
| Positive | 0/137 |
| Stamina | 160/232 |
| Vim | 96/121 |
| Healing Factor | 0.31205128205123 |
| Regeneration | 2.8423208625898 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +104.11345860396% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 24 |
| See Invisible | 18 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 158 |
| Accuracy | 43 |
| Crit Chance | 111% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +12% |
| Nature | +8% |
| Physical | +34% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 75.178696747641 (91.030927835052%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 18 |
| Physical Save | 48 |
| Spell Save | 46 |
| Mental Save | 19 |
Defense: Resistances
| Darkness | + 41%( 70%) |
| Light | + 28%( 70%) |
| Nature | + 14%( 70%) |
| Fire | + 39%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 70% |
| Confusion Resistance | 13% |
| Disarm Resistance | 95% |
| Knockback Resistance | 70% |
| Instadeath Resistance | 100% |
| Blind Resistance | 31% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 219 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 325 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Fearfire | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Flame of Urh'Rok |
| talent | Abyssal Shield |
| talent | Elemental Discord |
| beneficial effect | Next melee attack will always trigger incinerating blows, and the damage from incinerating blows will be multiplied by 130% Raging flames |
| beneficial effect | Next 2 melee attacks are certain to critically strike, and this unit has 17% more critical power. Voracious Blade |
| detrimental effect | The target is poisoned, taking 2.43 nature damage per turn and decreasing all heals received by 22%. Insidious Poison |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | The target is poisoned, taking 25.84 nature damage per turn. Healing received is reduced by 70%. Damage dealt is reduced by 20%. Deadly Poison |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target is recovering 22 life each turn. Recovery |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
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 |
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 failed to protect the injured seer from death by forest troll. Escort: injured seer (level 2 of Trollmire) | failed |
You failed to protect the injured seer from death by skeleton mage. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)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 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by stone troll. Escort: repented thief (level 3 of Trollmire) | failed |
You failed to protect the repented thief from death by Polarin the cave bear. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the worried loremaster from death by giant venus flytrap. Escort: worried loremaster (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 110. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed hummerhorn wing. * You've found the needed ice wyrm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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 defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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. * Find a Resonating Diamond. | 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 | restorative pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Nature While equipped: Stats +3 Wil +2 Mag ----- def ----- Armour +3 Fatigue +3% HP.reg +2.30 Heal.mod +18% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Quiver | barbed pouch of iron shots of erosion (18/18, 15.5-18.6 power, 1 apr)3.0 T1 shot ammo [Ego] Nature/Master Power 15.5 - 18.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 18 Ranged+ +6 temporal +6 nature +6 bleed On Crit: * wounds the target for 7 turns: 15 bleeding, 57% reduced healing Shots are used with slings to pummel your foes to death. |
| Light source | watchleader's alchemist's lamp of clarity1.0 T3 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +8 (+4 eff.) Blind- +31% Confus- +13% ---------- misc Light +6 See.Stealth +24 See.Invis +18 Track: Puts all charms on 40 cooldown Level 3.3 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Urthiroddafast (0 def, 9 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +5 Str +1 Cun +3 Con dps ---------- Crit.mult +13.00% Phys.pwr +4 (+1 eff.) Res.pen +10% mind ----- def ----- Armour +9 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | 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 (+3 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. |
| On fingers | gladiator's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Rings can have magical properties. |
| Around waist | Urukath the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Crit.mult +12.00% Phys.pwr +4 (+1 eff.) Dmg.mod +9% physical Acc +6 (+2 eff.) ----- def ----- Spell.save +8 (+2 eff.) ---------- misc Max.stam +25.00 Size +1 A belt that goes around your waist. |
| In main hand | Fuleldil the voratun greatmaul (67.5-101.25 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master Power 67.5 - 101.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +19 acid On Crit: * splashes the target with acid While equipped: dps ---------- Mind.crit +2% Dmg.mod +6% mind +17% physical Res.pen +10% physical Acc +13 (+4 eff.) Apr +13 Melee Ret 12 mind ----- def ----- Defense +13 (+7 eff.) Disarm- +55% ---------- misc Equi/ret +0.04 Max.psi +20.00 Telepathy Dragon Massive two-handed mauls. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | Cuirass of the Thronesmen (20 def, 32 armour)17.0 T4 massive armor [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+10 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+13 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
| Cloak | murderer's linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +1 Dex +1 Mag +1 Wil +2 Cun dps ---------- Acc +3 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 314 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
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. |
insidious poison infusion (15 nature damage, 20% healing reduction)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 21 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 15.34 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 304 over 5 turns)0.1 T1 infusion scroll [Normal] 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 304 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the psychic (rad 7; power 31; turns 4; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 16). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 31) for 4 turns. 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. |
sun infusion of the warrior (rad 6; power 58; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 29). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 58) for 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. |
controlled phase door rune (range 7)0.1 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 7. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 12 for 7 turns)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 12) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the warrior (power 16 for 7 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 16) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
manasurge rune of the wizard (942% regen over 10 turns; 47 instant mana)0.1 T1 rune scroll [Ego] 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 unleash a manasurge upon yourself, increasing mana regeneration by 942% for 10 turns and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 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 (range 10; power 24; dur 3)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 49)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 123)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 123 with a minimum range of 15. 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. |
teleportation rune of the warrior (range 98)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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 98 with a minimum range of 15. 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. |
teleportation rune of the wizard (range 135)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 135 with a minimum range of 15. 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 21; see horror)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 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 21 turns. Your mind will become more receptive for 21 turns, allowing you to sense any horror around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 9; dur 17; see demon)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 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 (9 radius) and to allow you to see invisible and stealthed creatures (power 15) for 17 turns. Your mind will become more receptive for 17 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. |
vision rune of the warrior (radius 8; dur 20; see dragon)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 21) for 20 turns. Your mind will become more receptive for 20 turns, allowing you to sense any dragon around. 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. |
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. |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets can have magical properties. |
savior's gold amulet of strength (+3)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Str ----- def ----- Phys.save +13 (+4 eff.) Spell.save +11 (+3 eff.) Mind.save +13 (+7 eff.) Amulets can have magical properties. |
starlit stralite amulet of teleportation0.1 T4 amulet jewelry [Ego] Arcane/Nature While equipped: ----- def ----- Resists +15% light +14% darkness Blind- +23% Teleport- +50% Teleport you randomly (rad 40) Puts all charms on 15 cooldown Amulets can have magical properties. |
Emeludhetta the Breezestrike0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Str +3 Cun +4 Con dps ---------- Dmg.mod +12% lightning ----- def ----- Fatigue -4% Resists +24% lightning +6% nature ---------- misc See.Invis +3 Rings can have magical properties. |
Lightningmonster the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% nature +18% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +17% acid +19% fire +10% cold +15% lightning Rings can have magical properties. |
marksman's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% nature Acc +6 (+2 eff.) ----- def ----- Resists +22% nature Rings can have magical properties. |
pixie's stralite ring of light (+20%)0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Cun +5 Mag dps ---------- Spell.pwr +7 (+3 eff.) Dmg.mod +10% light ----- def ----- Resists +20% light Rings can have magical properties. |
stralite ring of blinding strikes0.1 T4 ring jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 20 light Ranged+ 26 light On Hit (Melee): * 16% chance to blind On Hit (Ranged): * 16% chance to blind Rings can have magical properties. |
Drake's Bane (52-78 power, 21 apr)3.0 T3 battleaxe 2H weapon [Unique] Master Power 52.0 - 78.0 Physical Uses 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. |
Vorytha (40.5-60.75 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 40.5 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +8.5% Atk.spd 100% While equipped: Stats +2 Mag dps ---------- Dmg.mod +15% physical ---------- misc Light +3 Massive two-handed battleaxes. |
dwarven-steel battleaxe (31.5-47.25 power, 2 apr)3.0 T3 battleaxe 2H weapon [Normal] Power 31.5 - 47.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Str, 10% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 8 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 76.96 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
acidic stralite dagger (26-33.8 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane Power 26.0 - 33.8 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 acid On Crit: * splashes the target with acid Sharp, short and deadly. |
warbringer's stralite dagger of purging (31.5-40.95 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Disrupt/Master Power 31.5 - 41.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 nature On Hit: * 25% chance to remove a magical effect While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +8% physical ----- def ----- Disarm- +16% Sharp, short and deadly. |
Heatvenom (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +14 insidious poison +12 mind On Hit: * Projects up to 3 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 +7.0% Dmg.mod +3% mind Melee Ret 12 mind 4 fire Massive two-handed mauls. |
Tirakai's Maul (32-41.6 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
iron greatsword (16.5-26.4 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
manaburning dwarven-steel greatsword (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Disrupt Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 17 arcane resource burn Massive two-handed swords. |
stralite greatsword (47-75.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Normal] Power 47.0 - 75.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Massive two-handed swords. |
thought-forged stralite greatsword of vileness (48.5-77.6 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Arcane/Psionic Power 48.5 - 77.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +16 blight +16 mind On Hit: * 24% chance to cause random gloom * 19% chance to disease While equipped: Stats +5 Cun +5 Wil Massive two-handed swords. |
elven-wood longbow4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword (24.5-34.3 power, 4 apr)3.0 T3 longsword 1H weapon [Normal] Power 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
insidious dwarven-steel longsword of nature (23-32.2 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Nature Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +22 insidious poison While equipped: dps ---------- Res.pen +7% nature ----- def ----- Resists +4% all Sharp, long, and deadly. |
stralite longsword (34-47.6 power, 5 apr)3.0 T4 longsword 1H weapon [Normal] Power 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Sharp, long, and deadly. |
stralite longsword (37-51.8 power, 5 apr)3.0 T4 longsword 1H weapon [Normal] Power 37.0 - 51.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Sharp, long, and deadly. |
stralite longsword (36-50.4 power, 5 apr)3.0 T4 longsword 1H weapon [Normal] Power 36.0 - 50.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Sharp, long, and deadly. |
thunderous stralite longsword (33-46.2 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Nature Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 12% chance to daze at end of turn While equipped: Stats +2 Str +2 Dex +2 Mag +1 Wil +2 Cun +1 Con dps ---------- Res.pen +11% lightning Sharp, long, and deadly. |
acidic stralite mace of vileness (37-51.8 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Arcane Power 37.0 - 51.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +10 acid +5 blight On Hit: * 8% chance to disease On Crit: * splashes the target with acid Blunt and deadly. |
balanced dwarven-steel mace of purging (29.5-41.3 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Disrupt/Master Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 nature On Hit: * 25% chance to remove a magical effect While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +27% Blunt and deadly. |
stralite mace of persecution (38.5-53.9 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Disrupt Power 38.5 - 53.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Against +15% Unnatural While equipped: Stats +2 Wil Blunt and deadly. |
thought-forged stralite mace (36.5-51.1 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Psionic Power 36.5 - 51.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +13 mind On Hit: * 24% chance to cause random gloom While equipped: Stats +3 Cun +3 Wil Blunt and deadly. |
pulsing mindstar (13-14.3 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Normal] Nature Power 13.0 - 14.3 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+5 eff.) 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. |
pulsing mindstar (13.5-14.85 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Normal] Nature Power 13.5 - 14.9 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+5 eff.) 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. |
pulsing mindstar (14-15.4 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Normal] Nature Power 14.0 - 15.4 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+5 eff.) 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. |
Nerilaith4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Random Unique] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 On Hit.r1 +2 mind +4 temporal While equipped: Stats +5 Str +1 Mag dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +16% physical +9% temporal Res.pen +8% temporal +5% mind +28% physical ----- def ----- Resists +6% mind +6% temporal ---------- misc Reload +3 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Slings are used to hurl stones or metal shots at your foes. |
mage-hunter's reinforced leather sling of cunning (+6)4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego+] Disrupt/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 While equipped: Stats +6 Cun +4 Wil dps ---------- Mind.pwr +10 (+6 eff.) Res.pen +13% physical On Hit (Ranged): * 11 arcane resource burn ---------- misc Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling of power4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 While equipped: dps ---------- Dmg.mod +14% physical Res.pen +12% physical Slings are used to hurl stones or metal shots at your foes. |
Lisotta (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Spell.crit +19% Crit.mult +15.00% Spell.pwr +23 (+7 eff.) Dmg.mod +25% arcane +3% mind ----- def ----- Phys.save +9 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +20 (+10 eff.) ---------- misc Mana/turn +0.30 Telepathy Dragon Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
earthen elven-wood magestaff of protection (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% fire ----- def ----- Armour +8 Hardiness +5% Resists +12% fire Phys.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of fate (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+4 eff.) Dmg.mod +25% cold ----- def ----- Phys.save +8 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff of protection (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% light ----- def ----- Resists +12% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff (31-37.2 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego] Arcane Power 31.0 - 37.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+5 eff.) Dmg.mod +31% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
manaburning stralite waraxe of purging (30.5-42.7 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Disrupt Power 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +7 nature On Hit: * 14 arcane resource burn * 25% chance to remove a magical effect One-handed war axes. |
stralite waraxe (30-42 power, 5 apr)3.0 T4 waraxe 1H weapon [Normal] Power 30.0 - 42.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% One-handed war axes. |
stralite waraxe 'Corruptionlash' (32.5-45.5 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +8 nature On Crit.r2 +16 acid On Crit: * wounds the target for 7 turns: 18 bleeding, 63% reduced healing While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +11 (+3 eff.) Dmg.mod +9% nature Res.pen +5% nature +10% acid On Hit (Melee): * 30% chance to corrode armour by 30% One-handed war axes. |
nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +6% light +6% darkness A belt that goes around your waist. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of fog (9 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +9 (+5 eff.) Resists +13% light +11% fire Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of sorcery (10 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Wil +4 Mag dps ---------- Spell.crit +7% ----- def ----- Defense +10 (+5 eff.) Phys.save +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of protection (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +2 Wil +2 Mag ----- def ----- Defense +2 (+1 eff.) Spell.save +16 (+5 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.mana +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.pwr +23 (+7 eff.) Dmg.mod +20% physical +20% temporal Res.pen +20% physical +20% temporal Melee Ret 10 temporal 20 physical ----- def ----- Armour +3 Defense +9 (+5 eff.) Resists +10% physical +10% temporal Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
focusing silk robe of light (+19%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Wil +6 Mag dps ---------- Dmg.mod +13% light ----- def ----- Defense +3 (+2 eff.) Resists +19% light ---------- misc Mana/turn +0.10 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of protection (6 def, 3 armour)2.0 T4 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) ----- def ----- Armour +3 Defense +6 (+3 eff.) Phys.save +19 (+6 eff.) Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe of protection (6 def, 3 armour)2.0 T4 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) ----- def ----- Armour +3 Defense +6 (+3 eff.) Phys.save +20 (+7 eff.) Spell.save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arthefang (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn * Slows global speed by 30% ----- def ----- Armour +3 Fatigue -1% Resists +9% cold +5% arcane +3% temporal Phys.save +7 (+2 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
Eremoganik (0 def, 8 armour)3.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Wil +4 Con dps ---------- Mind.pwr +7 (+4 eff.) Res.pen +6% physical ----- def ----- Armour +8 Fatigue +3% Resists +6% fire Disease- +10% Silence- +20% Disarm- +30% Confus- +20% Blindside: Puts all charms on 25 cooldown Level 3.0 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 24 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of dwarven-steel boots (0 def, 8 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Fatigue +3% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloomlore the dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Mind.crit +1% Melee+ 8 mind Dmg.mod +4% mind +3% darkness Melee Ret 8 mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +2 Resists +6% mind Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of the starseeker (0 def, 2 armour)1.5 T3 hands armor [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag ----- def ----- Armour +2 Resists +5% light +5% darkness ---------- misc Infravis +2 Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 42.30 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
steady rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Decayed Visage (0 def, 4 armour)1.0 T3 head armor Reqs Wil 20 [Unique] Arcane/Master While equipped: Stats +6 Mag +5 Wil +6 Con dps ---------- Phys.crit +3.0% Spell.crit +3% Dmg.mod +7% blight +11% arcane Apr +2 Melee Ret 10 vim draining blight ----- def ----- Armour +4 ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 20%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
cashmere wizard hat of balance (2 def, 0 armour)2.0 T3 head armor [Ego] Psionic While equipped: ----- def ----- Defense +2 (+1 eff.) ---------- misc Equi/ret +0.70 Psi/ret +1.50 Hate/ret +1.00 A pointy cloth hat, very wizardly... |
iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's dwarven-steel helm (0 def, 5 armour)3.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Wil ----- def ----- Defense +2 (+1 eff.) Phys.save +10 (+3 eff.) A pointy cloth hat, very wizardly... |
enlightening stralite mail armour of acid resistance (4 def, 8 armour)14.0 T4 heavy armor [Ego+] Master/Psionic While equipped: Stats +8 Cun +7 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +16% Resists +16% acid Mind.save +10 (+5 eff.) A suit of armour made of mail. |
prismatic iron mail armour of fire resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% fire +10% light +11% darkness A suit of armour made of mail. |
reinforced leather armour of the deep (4 def, 11 armour)9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +4 (+2 eff.) Fatigue +8% Resists +8% acid +8% cold ---------- misc Breathe water A suit of armour made of leather. |
Beratosus (7 def, 19 armour)17.0 T4 massive armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.crit +3.0% Crit.mult +3.00% Phys.pwr +4 (+1 eff.) Res.pen +10% blight ----- def ----- Armour +19 Defense +7 (+4 eff.) Fatigue +26% Resists +3% blight Max.HP +36.00 HP.reg +0.40 A suit of armour made of metal plates. |
dwarven-steel plate armour 'Lightwell' (5 def, 17 armour)17.0 T3 massive armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Res.pen +5% light On Hit (Melee): * 15% chance to blind ----- def ----- Armour +17 Defense +5 (+3 eff.) Fatigue +20% Resists +12% light +12% darkness +9% mind Phys.save +7 (+2 eff.) Max.HP +23.00 ---------- misc Light +3 A suit of armour made of metal plates. |
fortifying stralite plate armour of stability (7 def, 13 armour)17.0 T4 massive armor [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +13 Defense +7 (+4 eff.) Fatigue +26% Resists +7% physical Phys.save +17 (+6 eff.) Max.HP +39.00 A suit of armour made of metal plates. |
impenetrable steel plate armour of Eyal (4 def, 16 armour)17.0 T2 massive armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +16 Defense +4 (+2 eff.) Fatigue +22% Max.HP +43.00 HP.reg +1.30 Heal.mod +10% A suit of armour made of metal plates. |
impenetrable stralite plate armour of the deep (7 def, 27 armour)17.0 T4 massive armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +27 Defense +7 (+4 eff.) Fatigue +26% Resists +9% acid +9% cold ---------- misc Breathe water A suit of armour made of metal plates. |
stralite plate armour (7 def, 13 armour)17.0 T4 massive armor [Normal] While equipped: ----- def ----- Armour +13 Defense +7 (+4 eff.) Fatigue +26% A suit of armour made of metal plates. |
stralite plate armour (7 def, 13 armour)17.0 T4 massive armor [Normal] While equipped: ----- def ----- Armour +13 Defense +7 (+4 eff.) Fatigue +26% A suit of armour made of metal plates. |
stralite shield of lightning resistance (+20%) (10 def, 2 armour, 137 block)7.0 T4 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +10 (+5 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% Resists +20% lightning ---------- misc Talents +4 Block Handheld deflection devices. |
tundral quiver of elven-wood arrows (17/17, 44-61.6 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego] Nature Power 44.0 - 61.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 17 Ranged+ +32 cold On Crit.r2 +11 cold Arrows are used with bows to pierce your foes to death. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
55 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. |
10 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Giloziladan the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +6 Wil +6 Con dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+1 eff.) Mind.pwr +4 (+3 eff.) ---------- misc Max.psi +20.00 Light +2 Telepathy Demon/Minor Demon/Major A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.2 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 78.33 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 78.33 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 205 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +6 (+1 eff.) ----- def ----- Resists +3% all Spell.save +5 (+1 eff.) ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
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 97.94 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. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of stralite shots (21/21, 45.5-54.6 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Normal] Power 45.5 - 54.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 21 Shots are used with slings to pummel your foes to death. |
sentry's pouch of stralite shots (52/52, 48-57.6 power, 7 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Arcane Power 48.0 - 57.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +7 Crit +5.5% Capacity 52 Rld cld 4 Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of charged psionic shield [power 77] (20 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 77 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
stralite torque of clear mind [power 3] (10 cooldown)2.0 T4 torque charm [Ego] Psionic Absorb and nullify at most 3 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered elven-wood totem of healing [power 225] (25 cooldown)2.0 T4 totem charm [Ego+] Nature Heal a target within range 6 (based on Willpower) for 225 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin [power 43] (20 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
arcane elven-wood wand of conjuration [power 289] (10 cooldown)2.0 T4 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 144 to 289 Puts all charms on 10 cooldown 100% to regenerate 9 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Codoom the Cornac Doombringer level 26
13rd Regrowth 123rd year of Ascendancy at 18:52 see stats
Against all odds
Killed Ukruk in the ambush.By Codoom the Cornac Doombringer level 24
1st Time of Equilibrium 122nd year of Ascendancy at 00:13 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Codoom the Cornac Doombringer level 19
59th Dusk 122nd year of Ascendancy at 20:09 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 Codoom the Cornac Doombringer level 30
49th Regrowth 123rd year of Ascendancy at 23:14 see stats
Brave new world
Went to the Far East and took part in the war.By Codoom the Cornac Doombringer level 29
39th Regrowth 123rd year of Ascendancy at 12:15 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Codoom the Cornac Doombringer level 26
17th Haze 122nd year of Ascendancy at 20:50 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Codoom the Cornac Doombringer level 28
35th Regrowth 123rd year of Ascendancy at 18:30 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Codoom the Cornac Doombringer level 20
70th Dusk 122nd year of Ascendancy at 16:43 see stats
Exterminator
Killed 1000 creatures.By Codoom the Cornac Doombringer level 19
58th Dusk 122nd year of Ascendancy at 22:10 see stats
Fear me not!
Survived the Fearscape!By Codoom the Cornac Doombringer level 26
53rd Haze 122nd year of Ascendancy at 05:32 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Codoom the Cornac Doombringer level 5
78th Pyre 122nd year of Ascendancy at 02:23 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Codoom the Cornac Doombringer level 19
32nd Dusk 122nd year of Ascendancy at 03:12 see stats
Level 10
Got a character to level 10.By Codoom the Cornac Doombringer level 10
1st Summertide 122nd year of Ascendancy at 01:20 see stats
Level 20
Got a character to level 20.By Codoom the Cornac Doombringer level 20
60th Dusk 122nd year of Ascendancy at 00:03 see stats
Level 30
Got a character to level 30.By Codoom the Cornac Doombringer level 30
49th Regrowth 123rd year of Ascendancy at 02:49 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Codoom the Cornac Doombringer level 26
32nd Haze 122nd year of Ascendancy at 08:06 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Codoom the Cornac Doombringer level 26
11st Haze 122nd year of Ascendancy at 17:29 see stats
Size matters
Did over 600 damage in one attack.By Codoom the Cornac Doombringer level 20
70th Dusk 122nd year of Ascendancy at 11:41 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Codoom the Cornac Doombringer level 29
35th Regrowth 123rd year of Ascendancy at 23:56 see stats
That was close
Killed your target while having only 1 life left.By Codoom the Cornac Doombringer level 5
78th Pyre 122nd year of Ascendancy at 04:53 see stats
The secret city
Discovered the truth about mages.By Codoom the Cornac Doombringer level 10
1st Flare 122nd year of Ascendancy at 14:05 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Codoom the Cornac Doombringer level 19
59th Dusk 122nd year of Ascendancy at 23:57 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Codoom the Cornac Doombringer level 17
25th Dusk 122nd year of Ascendancy at 00:32 see stats
Unstoppable
Returned from the dead.By Codoom the Cornac Doombringer level 26
53rd Haze 122nd year of Ascendancy at 05:48 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Codoom the Cornac Doombringer level 23
78th Dusk 122nd year of Ascendancy at 22:10 see stats
Log
Something performs a melee critical strike against Codoom!
Ran for 4 turns (stop reason: taken damage).
Codoom is poisoned!
Something performs a melee critical strike against Codoom!
Codoom is poisoned!
Something hits Codoom for 6 physical, 1 nature, 2 physical (9 total damage).
Codoom hits Something for 15 blight, 18 fire, 7 mind, 15 blight, 18 fire, 7 mind (79 total damage).
Codoom casts Draining Assault.
Orc master assassin is on fire!
Orc master assassin is stunned by the burning flame!
Codoom steals life from Orc master assassin!
Orc master assassin hits Codoom for 23 healing, 1 healing, 19 healing, 1 healing (0 total damage) [44 healing].
Codoom hits Orc master assassin for 305 physical, 16 acid, 12 fire, 257 physical, 16 acid, 12 fire (618 total damage).
Deadly Poison from Orc master assassin hits Codoom for 4 nature damage.
Insidious Poison from Orc master assassin hits Codoom for 0 nature damage.
You collect a new ingredient: orc heart (1).
Codoom's weapon surges with fire!
Burning from Codoom hits Orc master assassin for 8 fire damage.
Codoom receives 11 healing.
Codoom's weapon glows with critical power!
Burning from Codoom killed Orc master assassin!
Ran for 2 turns (stop reason: taken damage).
Deadly Poison from Orc master assassin hits Codoom for 4 nature damage.
Insidious Poison from Orc master assassin hits Codoom for 0 nature damage.
Codoom is recovering from the damage!
Codoom loses sight!
Saving game...
























































































































































