










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. 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:
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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Items Vault 1.5.0Donators/Buyers bonus! Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Adjustable Levelup 1.5.5Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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 Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice 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 Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Lich |
| Class | Adventurer |
| Level / Exp | 75 / 65% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Corrupted Oozemancer at level 32 on the 41st Haze 122nd year of Ascendancy at 14:59 7 / 2Killed by Jane at level 75 on the 7th Flare 123rd year of Ascendancy at 16:06 |
Primary Stats
| Strength | 166 (base 60) |
| Dexterity | 164 (base 60) |
| Constitution | 204.60353087461 (base 60) |
| Magic | 181 (base 60) |
| Willpower | 176 (base 60) |
| Cunning | 189 (base 60) |
Resources
| Steam | 100/100 |
| Mana | 1239/1294 |
| Equilibrium | 30 |
| Vim | 350/350 |
| Life | 3571/3571 |
| Positive | 272/272 |
| Stamina | 737/737 |
| Soul | 31/31 |
| Healing Factor | 2.5 |
| Regeneration | 160.71842610229 |
Speed
| Mental | +20.594338813104% |
| Attack | +20.594338813104% |
| Movement | 0% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 17 |
| Lite | 12 |
| Infravision | 51.233958074592 |
| See Stealth | 82.977788089634 |
| See Invisible | 109.97778808963 |
| ESP Range | 15 |
| ESP Kinds | humanoid/shalore |
Offense: Mainhand
| Damage | 487 |
| Accuracy | 66 |
| Crit Chance | 134% |
| APR | 68 |
| Speed | 0.83 |
Offense: Spell
| Spellpower | 131 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 102 |
| Crit Chance | 58% |
| Speed | 0.82922632176772 |
Offense: Damage Bonus
| Acid | +79% |
| Blight | +45% |
| Physical | +49% |
| Cold | +49% |
| All | +30% |
| Lightning | +55% |
| Light | +57% |
| Fire | +64% |
| Nature | +80% |
Offense: Damage Penetration
| Acid | +43% |
| Lightning | +43% |
| Nature | +10% |
| Cold | +43% |
| Physical | +53% |
| Fire | +53% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 149.79339238203 (100%) |
| Defense | 100 |
| Ranged Defense | 101 |
| Fatigue | 0 |
| Physical Save | 103 |
| Spell Save | 149 |
| Mental Save | 120 |
Defense: Resistances
| Acid | + 42%( 85%) |
| Blight | + 28%( 85%) |
| Arcane | + 65%( 85%) |
| Mind | + 18%( 85%) |
| All | + 15%( 85%) |
| Physical | + 83%( 85%) |
| Lightning | + 64%( 85%) |
| Light | + 66%( 95%) |
| Temporal | + 36%( 85%) |
| Cold | + 85%( 85%) |
| Darkness | + 85%( 85%) |
| Fire | + 85%( 85%) |
| Nature | + 62%( 85%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 21% |
| Bleed Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (2/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Spell / Animus | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Golemancy | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 3.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 4.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced-golemancy | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Jungle | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrotic minions | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Higher draconic abilities | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced staff combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summon-commands | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrosis | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summon-techniques | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (melee) | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (utility) | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demonic pact | 3.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sunlight | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Reaving combat | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (advanced) | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced necrotic minions | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (distance) | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Radiance | 3.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed form | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Blood magic | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mage warden | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 4.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Eyals-embrace | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Voidwalker | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Hunter | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Blood spear | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dead secrets | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demonic strength | 4.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Higher | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Gestures | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Fungus | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Conveyance | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Master Summoner |
| talent | Blurred Mortality |
| talent | Soulwinds |
| talent | Necrotic Aura |
| talent | Blood Spear |
| talent | Summon Essence |
| talent | Abyssal Shield |
| beneficial effect | All stats increased by 79. Pain Enhancement System |
| beneficial effect | Detects creatures of type humanoid/shalore in radius 15. Overseer of Nations |
| beneficial effect | Increases defense by 48. Mobile Defense |
| beneficial effect | The target's spellpower has been increased by 30. Spellsurge |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| detrimental effect | The target has been splashed with acid, taking 24.46 acid damage per turn, reducing armour by 35 and attack by 30. Acid Splash |
| beneficial effect | Blight damage increased by 15%. Born into Magic |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 55. Bloodlust |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 30%. Strength and Willpower are increased by 11. Poisons and diseases have a 38% chance of being neutralized each turn. Cursed Form |
| beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You abandoned worried loremaster to death. Escort: worried loremaster (level 5 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 have explored the ruins of Kor'Pul and vanquished the Shade. | 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: 519. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed warg claw. * You've found the needed chunk of ghoul flesh. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. | 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 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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
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 | undeterred pair of drakeskin leather boots of uncanny dodging (6 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +6 (+1 eff.) Rng.Def +5 (+0 eff.) Fatigue +5% Silence- +21% Confus- +32% Stun/Frz- +27% A pair of boots made of leather. |
| Quiver | 14 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
| Light source | survivor's alchemist's lamp of clarity1.0 T3 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +7 (+1 eff.) Mind.save +7 (+1 eff.) Heal.mod +13% ---------- misc Light +3 See.Stealth +5 See.Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Relgisahir the elven-silk wizard hat (3 def, 2 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +10 Cun +5 Wil dps ---------- Phys.crit +2.0% Crit.mult +6.00% Mind.pwr +6 (+1 eff.) Apr +2 ----- def ----- Armour +2 Defense +3 (+0 eff.) Resists +7% lightning +10% temporal +3% mind Mind.save +7 (+1 eff.) A pointy cloth hat, very wizardly... |
| Tool | 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 (+1 eff.) Spell.save +7 (+1 eff.) Mind.save +7 (+1 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 10 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 634.25 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. |
| On fingers | wizard's voratun ring of warding0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag ----- def ----- Resists +12% acid +27% fire +20% lightning +20% cold Spell.save +12 (+2 eff.) Rings can have magical properties. |
| On fingers | sneakthief's voratun ring of fire (+30%)0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +8 Dex dps ---------- Dmg.mod +15% fire Acc +12 (+3 eff.) ----- def ----- Resists +30% fire 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 (+3 eff.) Spell.save +15 (+2 eff.) Mind.save +15 (+2 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 | Phoenixream the dragonbone vilestaff (Nightmares) (136% power, 6 apr, acid element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 fire On Hit.r1 +8 fire While equipped: dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +52 (+7 eff.) S.pwr/crit +10 Melee+ 32 fire Dmg.mod +30% acid Res.pen +10% fire Melee Ret 8 fire On Hit (Melee): * 32% chance to daze at end of turn ----- def ----- Resists +3% lightning ---------- misc Mana/turn +0.40 See.Invis +14 Talents +1 Command Staff Curse of Nightmares Conjure elemental energy in a radius 10 cone, dealing 630.45 to 756.55 acid damage Puts all charms on 3 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | storm drakeskin leather gloves of regeneration (0 def, 3 armour)1.0 T5 hands armor [Ego+] Nature While equipped: dps ---------- Melee+ 12 lightning Dmg.mod +6% lightning ----- def ----- Armour +3 Resists +8% lightning HP.reg +3.40 ---------- misc Stam/turn +1.00 Psi/turn +0.26 Unarmed combat: Power 132% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +8 lightning On Hit: 10% Lightning Breath 5 On Hit: 10% Second Wind 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature Phys.save +15 (+3 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.10 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
| Cloak | Radiance (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Dex +6 Cun +8 Mag dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +15% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+2 eff.) Resists +20% light +20% darkness Res.Cap +10% light ---------- misc Masteries +0.20 Celestial/Sun +0.20 Celestial/Radiance +0.20 Spell/Phantasm +0.20 Celestial/Light Barrier: Level 3.6 Pwr.cost 14 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 503 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| 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, 186 strength, based on Magic) for 5 turns. Uses 8 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
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
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 16 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
taint of shattering (22% increased damage and resistance penetration for 22 turns)0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: An aura of destruction surrounds you for 11 turns, increasing all your damage by 22% and granting 22% resistance penetration. However, this also makes you more fragile, reducing all your resistances by 22%. Scales with Taintmarks, which will increase when you inscribe a Taint. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Scroll of Summoning (Limmir the Jeweler)0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Smolderresolve the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Res.pen +20% fire ----- def ----- Resists +6% fire ---------- misc Mana/s.crit +2.00 Max.mana +40.00 Amulets can have magical properties. |
Taiga Amulet0.1 T2 amulet jewelry [Unique] Nature While equipped: dps ---------- Melee+ 20 ice Ranged+ 20 ice Melee Ret 20 ice ----- def ----- Resists +20% cold Blind- +20% ---------- misc Cooldown Rimebark -3 Glaciate -3 Masteries +0.20 Wild-gift/Boreal No it is not decorated with tigers, it is decorated with an image of the frozen forests in the north. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 20 power out of 60/60 The evilness of undeath radiates from this amulet. |
mindweaver's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +3 Wil dps ---------- Mind.pwr +7 (+1 eff.) S.pwr/crit +2 ----- def ----- Mind.save +8 (+1 eff.) Confus- +13% ---------- misc Mana/turn +0.13 Max.mana +21.00 Amulets can have magical properties. |
Kor's Fall (Corpses) (100% power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 160% Mag, 40% Wil Dmg Physical Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Curse of Corpses Bone Spear: Level 3.0 Pwr.cost 2 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 370.72 physical damage to all targets in line, and inflicting bleeding for another 185.36 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
elm vilestaff of illumination (Misfortune) (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Nature Power 100% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% fire On Hit (Melee): * 6% chance to blind ----- def ----- Defense +5 (+1 eff.) ---------- misc Light +2 Talents +1 Command Staff Curse of Misfortune Illuminate: Puts all charms on 2 cooldown Level 1.2 Pwr.cost 2 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 229.46 light damage. Staves designed for wielders of magic, by the greats of the art. |
Anerekath the yew vilestaff (Corpses) (135% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Nature/Master Power 135% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +13 physical While equipped: Stats +2 Mag +5 Con dps ---------- Phys.crit +15.0% Spell.crit +3% Crit.mult +13.00% Spell.pwr +14 (+2 eff.) Dmg.mod +20% darkness Acc +10 (+2 eff.) ----- def ----- Resists +5% arcane +6% temporal HP.reg +0.90 Heal.mod +15% ---------- misc Light +2 Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Nerodakira the yew vilestaff (Shrouds) (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Dex +3 Wil dps ---------- Spell.crit +3% Spell.pwr +9 (+1 eff.) S.pwr/crit +6 Dmg.mod +20% fire Res.pen +15% acid Melee Ret 16 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Fatigue -4% ---------- misc Infravis +2 Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Plague-Fire Sceptre (Corpses) (127% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 127% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Fire Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+4 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Curse of Corpses Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 5 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Voidqueller (Misfortune) (132% power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Random Unique] Nature/Master Power 132% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Blood Spear Acc+ +1.3% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +6 physical On Crit.r2 +4 darkness While equipped: dps ---------- Phys.crit +7.0% Spell.crit +3% Spell.pwr +9 (+1 eff.) Dmg.mod +20% lightning Acc +10 (+2 eff.) On Hit (Melee): * 7% chance to blind ----- def ----- Defense +7 (+1 eff.) Resists +6% darkness +6% lightning Spell.save +3 (+1 eff.) ---------- misc Light +3 Talents +1 Command Staff Curse of Misfortune Illuminate: Puts all charms on 2 cooldown Level 1.2 Pwr.cost 2 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 229.46 light damage. Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Erudomas' (Corpses) (120% power, 4 apr, light element)5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +3 Mag +5 Cun dps ---------- Spell.crit +3% Spell.pwr +15 (+2 eff.) Dmg.mod +20% light Res.pen +10% arcane ---------- misc Telepathy Dragon Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Oakpanic the elven-wood starstaff (Madness) (146% power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Random Unique] Arcane/Master Power 146% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +13 physical On Hit.r1 +4 temporal While equipped: dps ---------- Phys.crit +8.0% Spell.crit +4% Spell.pwr +12 (+1 eff.) Dmg.mod +37% darkness Res.pen +5% temporal Acc +13 (+3 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +16 Hardiness +7% Defense +10 (+1 eff.) Resists +3% nature Phys.save +8 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Wards +3 darkness Talents +3 Ward +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone magestaff of channeling (Shrouds) (136% power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego+] Arcane/Master Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +11.0% Spell.crit +5% Crit.mult +16.00% Spell.pwr +30 (+4 eff.) Dmg.mod +30% arcane ---------- misc Mana/turn +0.39 Talents +1 Command Staff Curse of Shrouds Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 10 cooldown Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Splendourquencher' (Nightmares) (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon [Rare] Nature Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +6 Crit +11.0% Atk.spd 100% On Crit.r2 +8 light While equipped: Stats +4 Dex +2 Con dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% cold On Hit (Melee): * 50% chance to blind ----- def ----- Defense +20 (+3 eff.) Rng.Def +9 (+1 eff.) Phys.save +6 (+1 eff.) ---------- misc Light +5 Talents +1 Command Staff Curse of Nightmares Illuminate: Puts all charms on 2 cooldown Level 1.2 Pwr.cost 2 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 229.46 light damage. Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone magestaff of channeling (Corpses) (136% power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +39 (+5 eff.) Melee+ 8% confusion Dmg.mod +30% arcane Phasing +44% ----- def ----- Defense +12 (+2 eff.) ---------- misc Mana/turn +0.22 Talents +1 Command Staff Curse of Corpses Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 10 cooldown Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 180% Mag, 40% Wil Dmg Arcane Mastery Blood Spear 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 (+7 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 66 power out of 200/200 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." |
arcing iron battleaxe (Corpses) (109% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 109% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 lightning On Hit: * 25% chance for lightning to arc to a second target Curse of Corpses Massive two-handed battleaxes. |
Khulmanar's Wrath (Corpses) (182% power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 182% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical 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. Curse of Corpses Infernal Breath: Level 3.0 Pwr.cost 12 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 402.78 fire damage, and flames will be left dealing a further 94.37 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. |
thunderous voratun battleaxe of purging (Madness) (168% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Nature/Disrupt Power 169% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +23 nature On Hit: * 24% chance to daze at end of turn * 25% chance to remove a magical effect While equipped: Stats +5 Str +5 Dex +5 Mag +6 Wil +5 Cun +5 Con dps ---------- Res.pen +16% lightning Curse of Madness Massive two-handed battleaxes. |
Magmaquake the voratun greatmaul (Corpses) (197% power, 4 apr)5.0 T5 greatmaul 2H weapon [Rare] Master Power 197% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +24 mind On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Dmg.mod +3% mind +12% fire ----- def ----- Resists +12% mind Curse of Corpses Massive two-handed mauls. |
iron greatsword of crippling (Madness) (118% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego+] Master Power 118% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% Curse of Madness Massive two-handed swords. |
iron greatsword of paradox (Madness) (108% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 108% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 temporal While equipped: dps ---------- Melee Ret 7 temporal ----- def ----- Resists +7% temporal Curse of Madness Massive two-handed swords. |
Spectral Blade (Shrouds) (127% power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 127% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +25 Crit +3.0% Atk.spd 111% Melee+ +10 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+0 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed Curse of Shrouds This sword appears weightless, and nearly invisible. |
Golden Three-Edged Sword 'The Truth' (Shrouds) (160% power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 40% Wil, 50% Mag, 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target Curse of Shrouds The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Champion's Will (Nightmares) (179% power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 40% Wil, 115% Str, 50% Mag 20% Con Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 205 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Curse of Nightmares Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 10 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Volcanic Slasher (Corpses) (111% power, 5 apr)3.0 T1 longsword 1H weapon [Unique] Nature/Master Power 111% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +5.0% Atk.spd 100% Melee+ +10 bleed On Crit.r2 +20 fire While equipped: ---------- misc Masteries +0.20 Wild-gift/Volcanism Curse of Corpses A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. |
Anmalice (Misfortune) (158% power, 20 apr)3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 158% Range: 1.4x Uses 50% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-5 eff.) Curse of Misfortune The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Corpathus (Misfortune) (150% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 150% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +0.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Curse of Misfortune Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Jetflash the voratun longsword (Corpses) (154% power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 154% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +21 cold On Hit: * Random elemental explosion While equipped: dps ---------- Dmg.mod +15% physical Res.pen +11% acid +14% physical +20% darkness +17% lightning +15% fire +5% nature +17% cold Apr +14 Melee Ret 12 nature On Hit (Melee): * 33% chance to inflict 15% damage reduction ----- def ----- Resists +9% darkness Curse of Corpses Sharp, long, and deadly. |
glacial voratun longsword of purging (Nightmares) (151% power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Nature/Disrupt Power 152% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +18 nature On Crit.r2 +30 ice On Hit: * 25% chance to remove a magical effect While equipped: dps ---------- Res.pen +12% cold ----- def ----- Armour +12 Curse of Nightmares Sharp, long, and deadly. |
truestriking voratun longsword of shearing (Misfortune) (153% power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Master Power 153% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +13% physical Res.pen +28% physical Acc +15 (+4 eff.) Apr +22 Curse of Misfortune Sharp, long, and deadly. |
voratun mace 'Pitchspar' (Corpses) (154% power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 155% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +19 lightning On Hit.r1 +20 fire On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +9% nature +6% darkness Res.pen +20% darkness +15% physical Acc +15 (+4 eff.) Apr +10 Melee Ret 8 darkness 8 nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +6% darkness Curse of Corpses Blunt and deadly. |
Moon (Misfortune) (136% power, 30 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 137% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 Curse of Misfortune A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Life Drinker (Shrouds) (152% power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 40% Wil, 105% Mag, 35% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+1 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Curse of Shrouds Worm Rot: Level 2.0 Pwr.cost 14 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 49.41 acid and 39.79 blight damage. If not cleared after five turns it will inflict 225.91 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
primordial vined mindstar of vitality (Shrouds) (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 87% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Mind Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% Melee+ +7 temporal +6 nature slow Against +8% Undead While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +2% nature +2% temporal ----- def ----- Resists +6% blight +12% darkness +6% nature ---------- misc Stam/ret +0.80 Curse of Shrouds 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. |
Amethyst of Sanctuary (Misfortune) (111% power, 26 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 111% Range: 1.1x Uses 85% Wil, 50% Mag, 22% Cun Dmg Mind Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+3 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+4 eff.) ---------- misc Max.psi +20.00 Masteries +0.10 Psionic/Focus +0.20 Psionic/Absorption Curse of Misfortune Resonance Field: Level 3.0 Pwr.cost 9 out of 25/25. Range melee/personal Travel.spd instantaneous Is a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (483 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Sewerglean the pulsing mindstar (Shrouds) (107% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature Power 107% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Mind Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +8 nature On Hit: * Slows global speed by 40% While equipped: Stats +6 Dex dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +9% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Fatigue -4% Resists +7% blight Disease- +19% ---------- misc See.Invis +9 Curse of Shrouds 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. |
Brightspar (Misfortune) (116% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 116% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Res.pen +25% light Melee Ret 8 light On Hit (Melee): * Slows global speed by 30% * 30% chance to blind ----- def ----- Resists +27% light +24% mind ---------- misc Light +3 See.Stealth +22 See.Invis +25 Curse of Misfortune 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. |
Vine Whip (Misfortune) (122% power, 5 apr)3.0 T2 whip 1H weapon [Unique] Nature/Disrupt Power 122% Range: 1.1x Uses 40% Wil, 50% Mag, 100% Dex Dmg Entangle Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +3.0% Atk.spd 125% Curse of Misfortune Pull an enemy into melee range. Uses 7 power out of 40/40 This whip feels like a living plant, but is oddly stretchy |
elm longbow of power (Misfortune)4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +6 While equipped: dps ---------- Dmg.mod +17% physical Res.pen +12% physical Curse of Misfortune Longbows are used to shoot arrows at your foes. |
Corpsebow (Madness)4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: dps ---------- Ranged+ 20 blight Dmg.mod +40% blight On Hit (Ranged): * 40% chance to disease ----- def ----- Disease- +50% Curse of Madness Cyst Burst: Level 5.0 Pwr.cost 4 out of 20/20. Range 8 Travel.spd instantaneous Is a spell Description: Make your target's diseases burst, doing 188.08 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Daysquall (Misfortune)4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +8 On Hit.r1 +4 light +6 darkness On Crit.r2 +6 darkness While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% light Res.pen +15% darkness +15% light Curse of Misfortune Longbows are used to shoot arrows at your foes. |
Woekill (Shrouds)4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Arcane Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +9 lightning +11 fire +8 cold On Hit.r1 +6 temporal On Hit: * 20% chance to inflict 15% damage reduction While equipped: dps ---------- Dmg.mod +14% lightning +20% fire +12% cold Curse of Shrouds Longbows are used to shoot arrows at your foes. |
Balimathad (Corpses)4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Arcane Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Ranged+ +15 cold While equipped: Stats +1 Mag +2 Wil dps ---------- Crit.mult +10.00% Spell.pwr +4 (+0 eff.) Dmg.mod +20% cold Res.pen +15% temporal Phasing +40% ----- def ----- Spell.save +3 (+1 eff.) Curse of Corpses Longbows are used to shoot arrows at your foes. |
Storm Fury (Madness)4.0 T5 longbow 2H weapon Reqs Shoot [Unique] Arcane Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 143% Range +10 While equipped: Stats +5 Dex +7 Mag dps ---------- Spell.pwr +20 (+3 eff.) Mov.spd +10% Ranged+ 75 lightning Dmg.mod +20% lightning ----- def ----- Rng.Def +15 (+2 eff.) Resists +20% lightning ---------- misc Masteries +0.10 Spell/Storm +0.20 Spell/Air Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. Curse of Madness This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Veliwe the dragonbone longbow (Nightmares)4.0 T5 longbow 2H weapon Reqs Shoot [Random Unique] Disrupt/Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +26 nature On Crit: * silences the target While equipped: Stats +11 Str dps ---------- Phys.crit +20.0% Phys.pwr +18 (+2 eff.) Res.pen +20% nature +10% mind Acc +21 (+5 eff.) ----- def ----- Resists +12% acid +5% arcane Curse of Nightmares Longbows are used to shoot arrows at your foes. |
Beomaran the Scorchmark (21/21, 163% power, 6 apr)3.0 T5 shot ammo [Random Unique] Arcane/Master/Psionic Power 163% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 21 Ranged+ +20 darkness +20 blight +18 bleed +14 mind +16 fire On Hit.r1 +4 fire On Crit.r2 +16 fire On Hit: 10% Epidemic 5 On Hit: * 15% chance to disease * 20% chance to torment the target On Crit: * wounds the target for 7 turns: 41 bleeding, 93% reduced healing Shots are used with slings to pummel your foes to death. |
Harimarain the Satyrstone (21/21, 162% power, 6 apr)3.0 T5 shot ammo [Random Unique] Nature/Psionic Power 163% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 21 Ranged+ +33 gravity +12 nature +16 mind On Hit.r1 +12 mind +4 nature On Hit: * 10% chance to crush the target * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
Timekeeper (19 def, 6 armour, 267 block) Timekeeper (19 def, 6 armour, 267 block)7.0 T1 shield armor [Unique] Arcane While equipped: ----- def ----- Armour +6 Defense +19 (+3 eff.) Rng.Def +14 (+2 eff.) Fatigue +6% Resists +24% temporal +24% darkness +24% blight +24% cold +24% arcane ---------- misc Talents +7 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 T2 shield armor [Unique] Nature While equipped: ----- def ----- Armour +10 Defense +9 (+1 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block Masteries +0.10 Wild-curse/Treant aspect The barkwood of Wrathroot, made into roughly the shape of a shield. |
Unsetting Sun (16 def, 20 armour, 280 block)7.0 T5 shield armor [Unique] Arcane Glows brightly in the light of dawn. While equipped: ----- def ----- Armour +20 Defense +16 (+2 eff.) Rng.Def +17 (+2 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+3 eff.) ---------- misc Light +2 Talents +5 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +15% acid +12% physical Phys.save +10 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 163.41 to 204.26 physical damage (based on Willpower and Cunning) with knockback. Uses 4 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
spellwoven woollen robe of fire (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+0 eff.) Dmg.mod +10% fire ----- def ----- Resists +15% fire Spell.save +17 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+1 eff.) Resists +10% fire +10% cold Spell.save +18 (+3 eff.) Mind.save +15 (+2 eff.) Blind- +40% ---------- misc Mana/turn +1.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
shimmering elven-silk robe of Linaniil (5 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +14% Spell.pwr +28 (+4 eff.) Dmg.mod +18% arcane ----- def ----- Defense +5 (+1 eff.) ---------- misc Mana/turn +0.29 Max.mana +149.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+0 eff.) Rng.Def +8 (+1 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+2 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Cun +5 Mag dps ---------- Crit.mult +20.00% Spell.pwr +10 (+1 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+3 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 72, based on Cunning and Magic) for 10 turns. Uses 17 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Getemnir the Dazzlejeer (15 def, 13 armour)9.0 T5 light armor [Random Unique] Arcane/Master While equipped: Stats +10 Cun +10 Dex dps ---------- Spell.pwr +8 (+1 eff.) S.pwr/crit +8 Dmg.mod +21% light ----- def ----- Armour +13 Defense +15 (+2 eff.) Fatigue +8% Resists +30% cold +20% light +20% darkness ---------- misc Light +2 A suit of armour made of leather. |
Islynn (5 def, 8 armour)9.0 T5 light armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +6 Dex dps ---------- Dmg.mod +3% blight Res.pen +10% blight +10% mind ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +2% Resists +26% darkness +13% physical +16% light +8% arcane Spell.save +12 (+2 eff.) ---------- misc Light +2 Track: Puts all charms on 10 cooldown Level 6.0 Pwr.cost 10 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 8 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
fortifying stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor [Ego++] Nature/Master While equipped: Stats +6 Str +4 Con ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +16% Max.HP +116.00 HP.reg +1.10 Heal.mod +22% A suit of armour made of mail. |
Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+1 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
dwarven-steel plate armour 'Blazestreak' (5 def, 15 armour)17.0 T3 massive armor [Rare] Master While equipped: dps ---------- Crit.mult +9.00% Acc +8 (+2 eff.) Melee Ret 8 light ----- def ----- Armour +15 Defense +5 (+1 eff.) Fatigue +24% Resists +19% acid +2% physical Phys.save +30 (+5 eff.) Max.HP +20.00 ---------- misc Stam/turn +0.20 A suit of armour made of metal plates. |
Boramafang (19 def, 26 armour)17.0 T5 massive armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +9 Con dps ---------- Crit.mult +20.00% Dmg.mod +9% mind Res.pen +15% blight +5% mind Melee Ret 16 physical ----- def ----- Armour +26 Defense +19 (+3 eff.) Fatigue +35% Resists +15% fire -20% light +13% darkness Phys.save +9 (+2 eff.) Spell.save +9 (+2 eff.) Mind.save +28 (+4 eff.) A suit of armour made of metal plates. |
enlightening voratun plate armour of lightning resistance (9 def, 16 armour)17.0 T5 massive armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +8 Wil ----- def ----- Armour +16 Defense +9 (+1 eff.) Fatigue +26% Resists +18% lightning Mind.save +25 (+4 eff.) A suit of armour made of metal plates. |
fortifying voratun plate armour of the deep (9 def, 20 armour)17.0 T5 massive armor [Ego++] Nature/Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +20 Defense +9 (+1 eff.) Fatigue +26% Resists +14% acid +14% cold Max.HP +86.00 ---------- misc Breathe water A suit of armour made of metal plates. |
voratun plate armour 'Elenulin' (9 def, 18 armour)17.0 T5 massive armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +8 Wil +7 Cun +6 Con ----- def ----- Armour +18 Defense +9 (+1 eff.) Fatigue +26% Resists +9% lightning +33% cold +3% nature +12% temporal Mind.save +25 (+4 eff.) Max.HP +70.00 Disease- +5% A suit of armour made of metal plates. |
rough leather belt 'Ce'Nulenn'1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+0 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Rng.Def +3 (+0 eff.) Resists +6% mind Phys.save +9 (+2 eff.) Mind.save +7 (+1 eff.) Silence- +5% A belt that goes around your waist. |
Issiregoharahek the Stoketitan1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Con dps ---------- Phys.crit +5.0% Res.pen +10% fire ----- def ----- Armour +10 Fatigue -7% Heal.mod +10% ---------- misc Max.enc +38 Stam/turn +0.40 A belt that goes around your waist. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+0 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 8 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
hardened leather belt 'Mirequick'1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +9.00% Phys.pwr +8 (+1 eff.) Res.pen +15% nature Melee Ret 8 nature ----- def ----- Resists +6% nature +3% mind Spell.save +8 (+1 eff.) Max.HP +36.00 ---------- misc Size +1 A belt that goes around your waist. |
drakeskin leather belt 'Iveldatira'1.0 T5 belt armor [Rare] Master While equipped: Stats +8 Dex +6 Cun +4 Con dps ---------- Phys.crit +17.0% Mind.crit +15% Mind.pwr +4 (+1 eff.) ----- def ----- HP.reg +0.80 Heal.mod +25% ---------- misc Hate/m.crit +2.00 Max.psi +20.00 A belt that goes around your waist. |
murderer's linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Resists +11% darkness +11% temporal Def/telep +12 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 4 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cyrorikira the cashmere cloak (8 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Phys.pwr +10 (+1 eff.) Acc +10 (+2 eff.) ----- def ----- Defense +8 (+1 eff.) Rng.Def +6 (+1 eff.) Resists +6% mind Phys.save +18 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Silarena' (3 def, 13 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +1 Str +1 Wil dps ---------- Mind.crit +1% Dmg.mod +49% darkness Res.pen +40% darkness On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +13 Defense +3 (+0 eff.) Resists +30% cold +59% darkness +6% temporal Stealth +47 Heal/summ +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 17 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
pair of hardened leather boots 'Thunderwend' (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% temporal Res.pen +10% temporal On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Resists +14% lightning +26% temporal A pair of boots made of leather. |
dreamer's pair of drakeskin leather boots of void walking (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Psionic While equipped: dps ---------- Res.pen +20% darkness +17% temporal ----- def ----- Armour +5 Fatigue +5% Resists +16% darkness +30% temporal Phys.save +14 (+3 eff.) Spell.save +13 (+2 eff.) Mind.save +10 (+1 eff.) Def/telep +19 Res/telep +17% Dur/telep +28% A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +4.0% Atk.spd 100% Dmg.conv 40% item nature slow On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
scouring drakeskin leather gloves of the iron hand (0 def, 3 armour)1.0 T5 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- On Melee Ret: * 20% chance to reduce effective powers by 20% * 23 arcane resource burn ----- def ----- Armour +3 Spell.save +14 (+2 eff.) Disarm- +37% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 132% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Disarm 5 On Hit: * 29% chance to reduce effective powers by 20% * 23 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zidar (0 def, 8 armour)1.5 T3 hands armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Melee+ 10 physical Dmg.mod +5% physical ----- def ----- Armour +8 Fatigue -2% Resists +12% nature +9% cold Teleport- +5% ---------- misc Telepathy Humanoid/Orc Unarmed combat: Power 126% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +8 physical On Crit.r2 +8 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Strikesquall the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+0 eff.) Dmg.mod +9% mind Res.pen +10% lightning Melee Ret 4 mind ----- def ----- Defense +1 (+0 eff.) Resists +9% mind ---------- misc Mana/turn +0.13 A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+1 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+4 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 10 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
drakeskin leather cap 'Broduran' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +3 Str +16 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +9% mind +6% blight Res.pen +15% mind ----- def ----- Armour +5 Fatigue +5% Resists +3% mind +6% blight A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 9.0 Pwr.cost 10 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 5, blinding your foes for 10 turns and lighting up your immediate area (radius 10). At level 3 it will also do 258.62 light damage within radius 5. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
werebeast's voratun helm of fortune (0 def, 5 armour)3.0 T5 head armor [Ego++] Nature While equipped: Stats +4 Str +5 Dex +4 Cun +4 Con +13 Lck dps ---------- Phys.crit +7.0% Spell.crit +6% Mind.crit +6% ----- def ----- Armour +5 Fatigue +5% Resists -37% light HP.reg +3.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 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. |
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 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. |
4 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. |
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. |
4 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. |
4 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 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. |
8 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. |
6 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 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. |
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. |
4 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. |
2 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. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 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. |
7 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. |
3 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. |
5 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. |
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. |
4 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. |
5 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. |
3 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+1 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. |
5 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. |
1000 Strings of Compressed Time 1000 Strings of Compressed Time0.0 T5 gift gem [Legendary] Unknown While carried: Light +8 Become a near god for 1000 turns (usable only once!). Uses 1 power out of 1/1 This looks like a time fragment of the timestream, all compressed in a time ball of power! |
77 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
alchemist's lamp 'Glimmermark'1.0 T3 lite [Rare] Disrupt While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +6 Resists +6% light +3% all Spell.save +8 (+1 eff.) Heal.mod +5% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (198 power, based on Willpower). Uses 4 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 25 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +1 Cun dps ---------- Acc +5 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+1 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 6.0 Pwr.cost 6 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 8 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
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 Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 4 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. |
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. |
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. |
Rod of Recall (5/5)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 67 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. |
Rod of Spydric Poison (8/8)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 1658.81 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 9 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 4 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
Smolderpower the elven-wood wand of trap destruction [power 96] (5 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% acid +9% fire +15% light Res.pen +20% fire Melee Ret 20 fire On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +9% acid ---------- misc Light +3 Disarm traps (96 bonus disarm power, based on Magic) along a range 5 line Puts all charms on 5 cooldown 100% to regenerate 8 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Barerion [power 313] (3 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +2 Wil dps ---------- Mind.crit +4% Mind.pwr +6 (+1 eff.) ----- def ----- Mind.save +9 (+1 eff.) ---------- misc Wards +3 lightning +3 temporal +3 blight +3 fire +3 cold Talents +1 Ward +3 Strike Cooldown Strike -1 Fire a bolt of a random element with (base) damage 156 to 313 Puts all charms on 3 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 Jane the Lich Adventurer level 40
58th Regrowth 123rd year of Ascendancy at 22:56 see stats
Against all odds
Killed Ukruk in the ambush.By Jane the Lich Adventurer level 39
45th Regrowth 123rd year of Ascendancy at 15:50 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Jane the Lich Adventurer level 33
7th Allure 123rd year of Ascendancy at 17:08 see stats
Arachnophobia
Destroyed the spydric menace.By Jane the Lich Adventurer level 52
38th Pyre 123rd year of Ascendancy at 16:32 see stats
Brave new world
Went to the Far East and took part in the war.By Jane the Lich Adventurer level 43
76th Regrowth 123rd year of Ascendancy at 13:23 see stats
Bringer of Doom
Killed a Bringer of Doom.By Jane the Higher Adventurer level 23
20th Dusk 122nd year of Ascendancy at 20:48 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Jane the Lich Adventurer level 40
56th Regrowth 123rd year of Ascendancy at 01:59 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Jane the Lich Adventurer level 41
64th Regrowth 123rd year of Ascendancy at 15:50 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Jane the Lich Adventurer level 59
7th Flare 123rd year of Ascendancy at 00:24 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Jane the Lich Adventurer level 34
21st Regrowth 123rd year of Ascendancy at 05:21 see stats
Exterminator
Killed 1000 creatures.By Jane the Higher Adventurer level 32
41st Haze 122nd year of Ascendancy at 06:27 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Jane the Higher Adventurer level 19
20th Dusk 122nd year of Ascendancy at 00:57 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Jane the Lich Adventurer level 58
6th Flare 123rd year of Ascendancy at 13:08 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Jane the Higher Adventurer level 18
12nd Dusk 122nd year of Ascendancy at 22:01 see stats
Level 10
Got a character to level 10.By Jane the Higher Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 06:51 see stats
Level 20
Got a character to level 20.By Jane the Higher Adventurer level 20
20th Dusk 122nd year of Ascendancy at 00:57 see stats
Level 30
Got a character to level 30.By Jane the Higher Adventurer level 30
36th Haze 122nd year of Ascendancy at 03:43 see stats
Level 40
Got a character to level 40.By Jane the Lich Adventurer level 40
45th Regrowth 123rd year of Ascendancy at 15:50 see stats
Level 50
Got a character to level 50.By Jane the Lich Adventurer level 50
26th Pyre 123rd year of Ascendancy at 17:59 see stats
Lichform
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Jane the Higher Adventurer level 32
41st Haze 122nd year of Ascendancy at 14:59 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Jane the Lich Adventurer level 32
41st Haze 122nd year of Ascendancy at 15:03 see stats
Orcrist
Killed the leaders of the Orc Pride.By Jane the Lich Adventurer level 57
74th Pyre 123rd year of Ascendancy at 02:47 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Jane the Higher Adventurer level 29
30th Haze 122nd year of Ascendancy at 04:32 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Jane the Higher Adventurer level 26
36th Dusk 122nd year of Ascendancy at 08:16 see stats
Selfless
Won ToME by closing the Void portal using yourself as a sacrifice.By Jane the Lich Adventurer level 75
7th Flare 123rd year of Ascendancy at 16:06 see stats
Size is everything
Did over 1500 damage in one attack.By Jane the Higher Adventurer level 32
41st Haze 122nd year of Ascendancy at 13:32 see stats
Size matters
Did over 600 damage in one attack.By Jane the Higher Adventurer level 20
20th Dusk 122nd year of Ascendancy at 02:15 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Jane the Lich Adventurer level 43
64th Regrowth 123rd year of Ascendancy at 18:21 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Jane the Lich Adventurer level 69
7th Flare 123rd year of Ascendancy at 16:05 see stats
The Sun Still Shines
Aeryn survived the last battle.By Jane the Lich Adventurer level 75
7th Flare 123rd year of Ascendancy at 16:06 see stats
The bigger the better!
Did over 3000 damage in one attack.By Jane the Lich Adventurer level 36
44th Regrowth 123rd year of Ascendancy at 08:46 see stats
The secret city
Discovered the truth about mages.By Jane the Higher Adventurer level 19
19th Dusk 122nd year of Ascendancy at 08:52 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Jane the Lich Adventurer level 41
64th Regrowth 123rd year of Ascendancy at 10:22 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Jane the Higher Adventurer level 31
37th Haze 122nd year of Ascendancy at 18:03 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Jane the Lich Adventurer level 37
45th Regrowth 123rd year of Ascendancy at 00:18 see stats
Log
New Achievement: The Sun Still Shines!
Option unlocked: New Class: Adventurer
Saving done.
The shield around skeleton warrior crumbles.
Jane no longer feels strong.
Jane deactivates Soulwinds.
Jane deactivates Necrotic Aura.
Jane is free from the acid.
Jane deactivates Blood Spear.
Jane deactivates Blurred Mortality.
Jane deactivates Master Summoner.
Jane deactivates Abyssal Shield.
Jane deactivates Summon Essence.
Jane is no longer surging arcane power.
Jane's solar fury subsides.
Ghoulking is free from the acid.
The shield around armoured skeleton warrior crumbles.
Runed bone giant stops surging mana.
Runed bone giant deactivates Bone Shield.
Runed bone giant deactivates Arcane Power.
The shield around runed bone giant crumbles.
Runed bone giant deactivates Inner Power.
The shield around skeleton warrior crumbles.
The shield around skeleton warrior crumbles.
Runed bone giant deactivates Bone Shield.
The shield around runed bone giant crumbles.
Runed bone giant deactivates Inner Power.
Runed bone giant deactivates Arcane Power.
The shield around skeleton warrior crumbles.
Ghoulking slows down.





































































































































































































































































































