








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 47 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by Ivota the Herald at level 47 on the 53rd Dusk 123rd year of Ascendancy at 17:30 / 2Killed by Betossra the Storm Terror at level 47 on the 53rd Dusk 123rd year of Ascendancy at 17:43 |
Primary Stats
| Strength | 25 (base 16) |
| Dexterity | 25 (base 11) |
| Constitution | 20 (base 11) |
| Magic | 137 (base 62) |
| Willpower | 84 (base 59) |
| Cunning | 73 (base 62) |
Resources
| Life | -148/867 |
| Mana | 1017/1082 |
| Steam | 100/100 |
| Healing Factor | 1.0870588855781 |
| Regeneration | 2.4458824925508 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +9.999999999998% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| See Stealth | 13 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 24 |
| Crit Chance | 24% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 82 |
| Crit Chance | 38% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +18% |
| Acid | +34% |
| Lightning | +80% |
| Darkness | +24% |
| Cold | +31% |
| Arcane | +21% |
| Fire | +25% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Light | +15% |
| Arcane | +15% |
| Lightning | +40% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 32 (50%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 51 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 52%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 52%( 70%) |
| Light | + 18%( 70%) |
| Darkness | + 31%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 40% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Disarm Resistance | 26% |
| Poison Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 903 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (543 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Thaumaturgy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Arcane | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the 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 +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Magic by +5. | 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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 396. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed mummified bone. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed warg claw. * You've found the needed vial of squid ink. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Bogwither' (0 def, 5 armour)2.0 T5 feet armor [Rare] Arcane While equipped: Stats +7 Dex +5 Mag +5 Wil dps ---------- Spell.crit +3% Dmg.mod +18% nature Acc +10 (+5 eff.) Apr +2 On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Armour +5 Resists +9% nature ---------- misc Mana/turn +0.60 Max.mana +49.00 A pair of boots made of leather. |
| Light source | watchleader's alchemist's lamp of health1.0 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +45.00 Blind- +30% Confus- +10% ---------- misc Light +9 See.Stealth +13 See.Invis +13 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Crown of the Elements (0 def, 10 armour) 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+5 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning Silence- +40% This jeweled crown shimmers with colors. |
| Tool | voratun pickaxe of quickening (dig speed 18 turns)3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +3 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 1289.98 You won the Ring of Blood trial, and this is your reward. |
| Around waist | reinforced drakeskin leather belt of containment 1.0 T5 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +9 Defense +8 (+4 eff.) Phys.save +17 (+6 eff.) Anom.red +16 Max.HP +122.00 ---------- misc Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Max.mana +53.00 Max.stam +54.00 Max.hate +15.00 Max.psi +26.00 Max.vim +35.00 Max.P.En +30.00 Max.N.En +38.00 A belt that goes around your waist. |
| In main hand | shimmering dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning element) 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Mag +2 Wil dps ---------- Spell.crit +5% Spell.pwr +22 (+4 eff.) Dmg.mod +30% lightning ---------- misc Mana/turn +5.12 Max.mana +108.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
| On hands | drakeskin leather gloves 'Galeclash' (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +4 Con dps ---------- Melee+ 15 darkness Dmg.mod +9% acid +6% cold +9% darkness +6% arcane Res.pen +25% lightning +5% acid Melee Ret 2 lightning ----- def ----- Armour +3 Resists +9% darkness Phys.save +25 (+9 eff.) Spell.save +9 (+3 eff.) Mind.save +10 (+4 eff.) Disarm- +26% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | The Calm (15 def, 5 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Armour +5 Hardiness +20% Defense +15 (+8 eff.) Fatigue +1% Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
| Cloak | Ethereal Embrace (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+5 eff.) Resists +12% arcane +20% cold +12% darkness +20% nature Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.8 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 173.36 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | steel amulet 'Kindleresolve'0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.crit +1% Spell.pwr +10 (+2 eff.) Res.pen +15% arcane +15% light Melee Ret 4 light ----- def ----- Fatigue -6% Resists +6% light HP.reg +2.00 ---------- misc Max.mana +80.00 Light +3 Amulets make your neck look great! |
Inventory
heroism infusion (die at -359; dur 7; cd 27)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -359 life. The duration and life will increase by 1% for every 1% life you have lost (currently 779 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +15 (+3 eff.) Dmg.mod +10% blight +10% fire Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +3% fire Res.pen +10% arcane +10% fire Melee Ret 4 arcane 2 fire ----- def ----- Resists +9% fire Spell.save +6 (+2 eff.) Blind- +34% ---------- misc Infravis +5 See.Stealth +10 See.Invis +21 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
rogue's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Max.HP +27.00 Disarm- +26% Pinning- +26% Knockbk- +27% Rings make your fingers look great! |
elemental voratun dagger of crippling (38-49 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Arcane/Master Power 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Create an explosion dealing 129 cold damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +17% cold Res.pen +16% cold Sharp, short and deadly. |
blazebringer's voratun greatmaul of torment (68-101 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego++] Nature/Psionic Power 67.5 - 101.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +100 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- All.spd +8% Res.pen +17% fire Massive two-handed mauls. |
stralite mace of disruption (38-54 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Disrupt Power 38.5 - 53.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Against +13% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Blunt and deadly. |
Eye of the Wyrm (16-18 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 10% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+5 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +12% lightning +12% physical +12% fire +12% cold +12% acid ----- def ----- Resists +10% acid +10% physical +10% fire +10% cold +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Sand Breath: Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe sand in a frontal cone of radius 8. Any target caught in the area will take 76.31 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
blighted elven-wood magestaff (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +14 (+3 eff.) Dmg.mod +25% arcane ---------- misc Vim/s.crit +4.00 Max.vim +16.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone magestaff (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +19 (+4 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
swiftstrike voratun steamgun4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Phys.spd +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
enhanced voratun waraxe (41-57 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Nature Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +11 Str +7 Dex +10 Mag +12 Wil +6 Cun +12 Con One-handed war axes. |
Daimydil1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +10% mind ----- def ----- Armour +6 Defense +30 (+13 eff.) Resists +5% arcane Phys.save +8 (+3 eff.) Spell.save +9 (+3 eff.) Knockbk- +20% ---------- misc Size +1 A belt that goes around your waist. |
monstrous hardened leather belt of resilience1.0 T3 belt armor [Ego+] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +8 (+4 eff.) ----- def ----- Phys.save +7 (+3 eff.) Max.HP +47.00 ---------- misc Size +1 A belt that goes around your waist. |
cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Adutha (20 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag +5 Wil dps ---------- Spell.crit +4% Spell.pwr +3 (+0 eff.) S.pwr/crit +4 Dmg.mod +16% lightning +21% physical +14% cold ----- def ----- Defense +20 (+10 eff.) Resists +9% lightning +9% cold +9% blight +13% all Spell.save +21 (+7 eff.) Max.HP +52.00 HP.reg +3.00 Heal.mod +14% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +11% all ----- def ----- Resists +15% darkness +13% mind +15% all Phys.save +14 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +30 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of drakeskin leather boots 'Filthpiercer' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Wil +9 Cun +5 Con dps ---------- Phys.crit +5.0% Phys.pwr +5 (+3 eff.) Dmg.mod +12% temporal Res.pen +5% fire Apr +9 Melee Ret 6 nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Resists +3% nature +6% temporal Phys.save +37 (+13 eff.) Spell.save +13 (+4 eff.) Mind.save +36 (+13 eff.) A pair of boots made of leather. |
brawler's drakeskin leather gloves of the iron hand (0 def, 3 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +8 Str +3 Dex +4 Wil +3 Cun +5 Con ----- def ----- Armour +3 Phys.save +8 (+3 eff.) Disarm- +35% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Belutira' (0 def, 17 armour)1.0 T4 hands armor [Random Unique] Master/Psionic While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +17 Resists +9% light +6% nature Phys.save +3 (+2 eff.) Mind.save +24 (+9 eff.) Max.HP +155.00 HP.reg +8.00 ---------- misc Stam/turn +1.60 Max.stam +26.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of regeneration (0 def, 3 armour)1.0 T4 hands armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +3.40 ---------- misc Stam/turn +0.80 Psi/turn +0.36 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Torivor the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning +6% mind ----- def ----- Defense +2 (+1 eff.) Resists +19% lightning +12% fire Mind.save +6 (+3 eff.) Die.at -40.00 life Cut- +20% A pointy cloth hat, very wizardly... |
radiant voratun mail armour of implacability (5 def, 16 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature/Master While equipped: Stats +5 Wil ----- def ----- Armour +16 Defense +5 (+3 eff.) Fatigue +5% Resists +26% blight +15% darkness Phys.save +13 (+5 eff.) ---------- misc Light +1 A suit of armour made of mail. |
Demonfoe (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% acid Res.pen +20% darkness +5% acid Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Armour +16 Fatigue +22% Resists +15% acid +15% fire +30% temporal A suit of armour made of metal plates. |
radiant voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +16 Fatigue +22% Resists +11% blight +23% darkness ---------- misc Light +2 A suit of armour made of metal plates. |
voratun shield of earthen fury (0 def, 17 armour, 206 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +17 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
high-capacity quiver of dragonbone arrows of paradox (54/54, 50-70 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego] Arcane/Master Power 50.0 - 70.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 54 Ranged+ +26 temporal On Hit: * 12% chance to gain 10% of a turn (3/turn limit) While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
363 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blindserpent (dig speed 32 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +2 Con dps ---------- Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Resists +6% lightning +12% light +6% fire +5% arcane +6% acid ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.2 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 59.11 cold damage and 45.13 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.4 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 215.60 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 215.60 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
41 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
8 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
barbed pouch of voratun shots of annihilation (21/22, 66-79 power, 11 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego++] Master Power 66.0 - 79.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +11 Crit +25.0% Capacity 22 Proj.spd +200% On Crit: * Wound the target dealing 78 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of annihilation (21/21, 59-71 power, 17 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego++] Master/Psionic Power 59.0 - 70.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +17 Crit +14.0% Capacity 21 Proj.spd +200% Ranged+ +26 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 214 physical damage Shots are used with slings to pummel your foes to death. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
8 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Striker the Skeleton Archmage level 32
71st Regrowth 123rd year of Ascendancy at 18:41 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Striker the Skeleton Archmage level 44
28th Dusk 123rd year of Ascendancy at 22:00 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Striker the Skeleton Archmage level 32
69th Regrowth 123rd year of Ascendancy at 01:26 see stats
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Striker the Skeleton Archmage level 26
28th Haze 122nd year of Ascendancy at 02:35 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Striker the Skeleton Archmage level 35
6th Pyre 123rd year of Ascendancy at 13:30 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Striker the Skeleton Archmage level 36
11st Pyre 123rd year of Ascendancy at 03:27 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Striker the Skeleton Archmage level 42
20th Dusk 123rd year of Ascendancy at 20:27 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Striker the Skeleton Archmage level 34
1st Pyre 123rd year of Ascendancy at 00:53 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Striker the Skeleton Archmage level 17
32nd Dusk 122nd year of Ascendancy at 23:32 see stats
Clone War (Roguelike)
Destroyed your own Shade.By Striker the Skeleton Archmage level 42
24th Dusk 123rd year of Ascendancy at 08:44 see stats
Destroyer of the creation (Roguelike)
Killed Slasul.By Striker the Skeleton Archmage level 46
51st Dusk 123rd year of Ascendancy at 08:41 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Striker the Skeleton Archmage level 33
77th Regrowth 123rd year of Ascendancy at 19:59 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Striker the Skeleton Archmage level 34
79th Regrowth 123rd year of Ascendancy at 08:28 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Striker the Skeleton Archmage level 17
33rd Dusk 122nd year of Ascendancy at 10:28 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Striker the Skeleton Archmage level 38
1st Mirth 123rd year of Ascendancy at 13:19 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Striker the Skeleton Archmage level 46
51st Dusk 123rd year of Ascendancy at 10:52 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Striker the Skeleton Archmage level 33
75th Regrowth 123rd year of Ascendancy at 15:36 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Striker the Skeleton Archmage level 27
55th Haze 122nd year of Ascendancy at 10:13 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Striker the Skeleton Archmage level 37
11st Pyre 123rd year of Ascendancy at 08:30 see stats
Is that how it feels to be an escort quest?! (Roguelike)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Striker the Skeleton Archmage level 31
50th Regrowth 123rd year of Ascendancy at 23:53 see stats
Level 10 (Roguelike)
Got a character to level 10.By Striker the Skeleton Archmage level 10
2nd Summertide 122nd year of Ascendancy at 06:54 see stats
Level 20 (Roguelike)
Got a character to level 20.By Striker the Skeleton Archmage level 20
47th Dusk 122nd year of Ascendancy at 10:18 see stats
Level 30 (Roguelike)
Got a character to level 30.By Striker the Skeleton Archmage level 30
46th Regrowth 123rd year of Ascendancy at 03:56 see stats
Level 40 (Roguelike)
Got a character to level 40.By Striker the Skeleton Archmage level 40
1st Flare 123rd year of Ascendancy at 03:08 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Striker the Skeleton Archmage level 45
40th Dusk 123rd year of Ascendancy at 03:09 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Striker the Skeleton Archmage level 21
73rd Dusk 122nd year of Ascendancy at 20:56 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Striker the Skeleton Archmage level 27
32nd Haze 122nd year of Ascendancy at 07:21 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Striker the Skeleton Archmage level 45
39th Dusk 123rd year of Ascendancy at 19:44 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Striker the Skeleton Archmage level 22
18th Haze 122nd year of Ascendancy at 13:05 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Striker the Skeleton Archmage level 34
78th Regrowth 123rd year of Ascendancy at 00:20 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Striker the Skeleton Archmage level 11
3rd Flare 122nd year of Ascendancy at 14:27 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Striker the Skeleton Archmage level 38
76th Pyre 123rd year of Ascendancy at 02:19 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Striker the Skeleton Archmage level 38
66th Pyre 123rd year of Ascendancy at 19:27 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Striker the Skeleton Archmage level 25
23rd Haze 122nd year of Ascendancy at 11:21 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Striker the Skeleton Archmage level 16
28th Dusk 122nd year of Ascendancy at 10:59 see stats
Unstoppable (Roguelike)
Returned from the dead.By Striker the Skeleton Archmage level 47
53rd Dusk 123rd year of Ascendancy at 17:30 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Striker the Skeleton Archmage level 31
68th Regrowth 123rd year of Ascendancy at 07:10 see stats
Log
Betossra the Storm Terror's Body of Fire hits Striker for 104 fire damage.
Striker casts Chain Lightning.
Striker's spell attains critical power!
Striker casts Lightning.
Bloodcaller hits Striker for 6 healing, 11 healing, 11 healing, 7 healing, 5 healing, 5 healing, 1 healing, 7 healing, 3 healing, 5 healing, 3 healing (0 total damage) [64 healing].
Striker's Darkfire hits Betossra the Storm Terror for 53 fire, 268 lightning, 124 darkness (445 total damage).
Striker's Darkfire hits Storm drake for 176 fire, 175 darkness (351 total damage).
Striker's Darkfire hits Storm drake for 176 fire, 104 darkness (280 total damage).
Striker hits Storm drake for 264 lightning damage.
Striker hits Storm drake for 407 lightning damage.
Striker hits Betossra the Storm Terror for 386 lightning damage.
Striker hits Storm drake for 238 lightning damage.
Striker killed Storm drake!
Betossra the Storm Terror's spell attains critical power!
Betossra the Storm Terror's spell attains critical power!
Talent Orb of Thaumaturgy is ready to use.
Betossra the Storm Terror's Living Lightning hits Striker for 75 lightning damage.
Arcane Vortex from Betossra the Storm Terror hits Striker for 73 arcane damage.
Melee retaliation hits Storm drake for 1 lightning, 31 fire, 4 light (37 total damage).
Bloodcaller hits Striker for 6 healing, 5 healing (0 total damage) [11 healing].
Storm drake hits Striker for 77 physical damage.
Betossra the Storm Terror uses Tornado.
Betossra the Storm Terror's mind surges with critical power!
Betossra the Storm Terror's firestorm hits Striker for 173 fire damage.
Storm drake hits Striker for 79 physical damage.
Melee retaliation hits Storm drake for 1 lightning, 31 fire, 4 light (37 total damage).
Betossra the Storm Terror's Body of Fire hits Striker for 60 fire damage.
Betossra the Storm Terror's Body of Fire hits Storm drake for 192 arcane damage.
Betossra the Storm Terror's Body of Fire hits Storm drake for 192 arcane damage.
Striker the level 47 skeleton archmage was roasted to death by Betossra the Storm Terror on level 1 of Hidden Vault - Gorbat Pride (1).














































































































































