










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Cultist Rebalance 1.7.3I have played a lot of cultist and I wanted to try to fix some things wrong with it by giving it more build options, especially with the rift tree. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Proper Possession 1.7.0
Frequently Asked Questions: Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Greenwatch 1.7.4Two new Wilder subclasses emerge: the Woods Walker and the Anamage. --== Woods Walker ==-- Favored by wood, wind, and earth, the Woods Walker is most at home wandering the fields and forests of Maj'Eyal. While the Woods Walker brings both archery and mindstar options to the mix, their primary strength lies in their connection to Nature. Class Talent Trees: Generic Talent Trees: --== Anamage ==-- A curious case, the Anamage was once an arcane user, but has experienced a dramatic shift, coming to belief that all magic began with Nature and must be returned to her. The Anamage starts as a follower of Zigur, having fervently sworn off the arcane. Class Talent Trees: Generic Talent Trees: Enjoy! -Mister Vimes Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Select your Escorts 1.7.0Allows 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. 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:
ZOmnibus Addon Pack 1.7.4Combines 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: Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. astralInferno's Celestial Oddities 1.7.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Items Vault 1.7.0Donators/Buyers bonus! Playable Shertul Race 1.7.4Playable shertul race forked. Original content by Isaacssv552. Future updates intended but heavily limited by my own skill. Sher'tul are powerful magically inclined creatures that cannot use certain items like gloves due to them having tentacles, their incredible potential makes up for this. Friendly Patrols 1.6.0Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Possessor Bonus Class 1.7.4Donators/Buyers bonus! New Alchemist 1.7.2Full remake of Alchemist and gems: Changes for gems: Remake of Golem: Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Zilquish Race 1.7.0Adds the Zilquish race, an artificial lifeform created by necromancers based on the accidental birth of the first skeletal ooze. They're tough, and can use natural talents. Comes with one secret unlockable feature, and one less secret unlockable feature! They will be added to the racepack on its next update, but for now here they are alone. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Necromancy+ 1.7.2Features: 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 1.7.4This 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 Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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 Exploration |
| Sex | Female |
| Race | Shalore |
| Class | Kharybdian |
| Level / Exp | 40 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 7 on the 7th Mirth 122nd year of Ascendancy at 07:22 / 6Killed by The Shade at level 7 on the 7th Mirth 122nd year of Ascendancy at 23:03 Killed by Eruden's Inner Demon at level 29 on the 18th Haze 122nd year of Ascendancy at 03:06 Killed by overpowered greater multi-hued wyrm at level 33 on the 30th Haze 122nd year of Ascendancy at 05:01 Killed by overpowered greater multi-hued wyrm at level 34 on the 30th Haze 122nd year of Ascendancy at 08:35 Killed by Eruden at level 39 on the 5th Allure 123rd year of Ascendancy at 18:41 |
Primary Stats
| Strength | 20 (base 22) |
| Dexterity | 18 (base 15) |
| Constitution | 58 (base 47) |
| Magic | 113 (base 60) |
| Willpower | 42 (base 15) |
| Cunning | 86 (base 52) |
Resources
| Life | 1048/1048 |
| Hands | 150/150 |
| Healing Factor | 1.6901339505268 |
| Regeneration | 14.957685462163 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 12 |
| Crit Chance | 40% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 87 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +17% |
| Lightning | +40% |
| Cold | +51% |
| Darkness | +20% |
| Physical | +41% |
| Arcane | +31% |
| Fire | +69% |
| All | 0% |
Offense: Damage Penetration
| Mind | +11% |
| Lightning | +25% |
| Cold | +35% |
| Darkness | +15% |
| Physical | +12% |
| Arcane | +40% |
| Fire | +45% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 7 |
| Physical Save | 23 |
| Spell Save | 41 |
| Mental Save | 59 |
Defense: Resistances
| Lightning | + 46%( 70%) |
| Light | + 35%( 70%) |
| Cold | + 62%( 70%) |
| Darkness | + 33%( 70%) |
| Fire | + 65%( 70%) |
| All | + 27%( 70%) |
Defense: Immunities
| Stun Resistance | 96% |
| Silence Resistance | 43% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 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 665 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 3 turns and blocking 133 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. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 3 turns and blocking 133 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. Its effects scale with your Magic stat. |
Class Talents
| Spell / Oceansong | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Intrusion | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Spell / Marching Sea | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Spell / Moon Wurm | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Spell / Chronorium | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Polyps | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Bloodtide | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/1 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Otherside | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Other Page | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
| talent | Sacrificial Reef |
| talent | Chant of Fortitude |
| talent | Secrets of the Eternals |
| beneficial effect | 1614 life is saved to revive you. Reservoir |
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 grave | active |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)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 Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)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 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning 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 |
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 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 440. | 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 AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed honey tree root. * You've found the needed sandworm tooth. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 592 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | Crown of Burning Pain (13 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Defense +13 (+6 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 25 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 153.20 fire and 127.82 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | voratun ring 'Garach'0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Dex +8 Mag +7 Cun dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +6% arcane Res.pen +15% arcane Melee Ret 6 physical ----- def ----- HP.reg +6.00 Silence- +43% Stun/Frz- +36% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.23 Rings make your fingers look great! |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around waist | noble's hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +6 Mag +11 Wil +4 Cun dps ---------- Spell.crit +4% Against +26% Summoned ----- def ----- D.Red.from +24% Summoned A belt that goes around your waist. |
| In main hand | Eclipserain (129% power, 5 apr, physical element)5.0 T4 staff 2H weapon [Random Unique] Nature/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +8 Con dps ---------- Spell.crit +11% Crit.mult +15.00% Spell.pwr +23 (+5 eff.) Dmg.mod +25% physical Res.pen +5% darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% darkness HP.reg +2.60 Heal.mod +37% ---------- misc Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 125% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | elven-silk robe 'Willowmortal' (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +13 (+3 eff.) Dmg.mod +11% cold +16% physical +20% darkness +17% mind Res.pen +12% physical +11% mind +10% darkness On Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 67% ----- def ----- Resists +28% cold +15% all ---------- misc Psi/turn +0.99 Max.hate +9.00 Max.psi +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Brightkarma the elven-silk cloak (8 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Dmg.mod +9% fire Res.pen +20% fire Melee Ret 6 mind ----- def ----- Defense +8 (+4 eff.) Fatigue -5% Resists +11% light +17% fire Mind.save +10 (+2 eff.) Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets make your neck look great! |
Inventory
blink rune (range 4; phase 14; cd 11)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Rune of the Rift (318.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 318.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
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 T2 ring jewelry [Unique] Arcane While equipped: 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 voratun ring of lightning (+30%)0.1 T5 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Defense +10 (+5 eff.) Resists +30% lightning Rings make your fingers look great! |
dragonbone starstaff of breaching (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 136% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% darkness Res.pen +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of fate (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego] Arcane Power 136% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+3 eff.) Dmg.mod +30% darkness ----- def ----- Phys.save +15 (+8 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone vilestaff of might (136% power, 6 apr, acid element)5.0 T5 staff 2H weapon [Ego] Arcane Power 136% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +15 (+3 eff.) Dmg.mod +30% acid ---------- misc Mana/turn +0.24 Max.mana +60.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Eksatin's Ultimatum (175% power, 25 apr)3.0 T4 battleaxe 2H weapon Reqs Str 50 [Unique] Master Power 175% Range: 1.5x Uses 130% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
The Gaping Maw (184% power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 60 [Unique] Nature/Disrupt Power 184% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
blazebringer's stralite greatsword of persecution (162% power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Nature/Disrupt Power 162% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Against +7% Unnatural On Crit.r2 +59 fire While equipped: Stats +6 Wil dps ---------- All.spd +6% Res.pen +7% fire Massive two-handed swords. |
caustic voratun greatsword of torment (175% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Nature/Psionic Power 175% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +34 acid +21 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +30% acid +16% nature Apr +19 Massive two-handed swords. |
warbringer's voratun greatsword of evisceration (175% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Master Power 175% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +9 Con dps ---------- Phys.crit +10.0% Phys.pwr +28 (+8 eff.) Res.pen +16% physical ----- def ----- Disarm- +19% Massive two-handed swords. |
stralite longsword of vileness (142% power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego] Arcane Power 142% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +8 blight On Hit: * 21% chance to reduce strength, dexterity, and constitution by 36 Sharp, long, and deadly. |
arcing stralite waraxe of massacre (147% power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Arcane/Master Power 147% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 135 damage One-handed war axes. |
caustic voratun waraxe of erosion (149% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Nature Power 149% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 nature On Crit.r2 +16 acid +18 nature While equipped: dps ---------- Res.pen +12% acid +14% nature Apr +8 One-handed war axes. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Radholeg the voratun dagger (148% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Rare] Arcane Power 148% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 light Against +27% Undead On Crit.r2 +20 acid While equipped: Stats +4 Mag dps ---------- Mind.crit +4% Crit.mult +15.00% Spell.pwr +25 (+5 eff.) Dmg.mod +9% arcane ----- def ----- Spell.save +15 (+5 eff.) Sharp, short and deadly. |
arcing voratun dagger of evisceration (147% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 135 damage On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +5 (+2 eff.) Sharp, short and deadly. |
chilling voratun dagger of torment (148% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Psionic Power 148% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +18 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
plaguebringer's voratun dagger (144% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane Power 144% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 5 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 36 While equipped: ----- def ----- Disease- +16% Sharp, short and deadly. |
truestriking voratun dagger of massacre (156% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Power 156% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +21 (+14 eff.) Apr +7 Sharp, short and deadly. |
warbringer's voratun dagger (144% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Power 144% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +9% physical ----- def ----- Disarm- +18% Sharp, short and deadly. |
blooming living mindstar (111% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature Power 111% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Heal.mod +15% Heal/summ +24 ---------- misc Talents +1 Attune Mindstar 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. |
gifted living mindstar of balance (113% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +16 (+4 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+1 eff.) ---------- misc Equi/ret +1.60 Talents +1 Attune Mindstar 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. |
hateful living mindstar of resolve (114% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +19% mind +10% darkness Res.pen +5% mind +5% darkness ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Max.hate +4.00 Talents +1 Attune Mindstar 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. |
honing living mindstar of flames (114% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) All.spd +9% Melee+ 13 fire Dmg.mod +9% fire +5% physical Res.pen +9% fire +8% physical ----- def ----- Resists +9% fire +9% physical ---------- misc Talents +1 Attune Mindstar 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. |
Skeletal Claw (167% power, 8 apr)3.0 T5 whip 1H weapon [Unique] Arcane Power 167% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +9.0% Atk.spd 125% Melee+ +30 bleed On Crit.r2 +50 bleed On Hit: 10% Bone Grab 3 On Hit: 20% Bone Spear 4 While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Phys.spd +10% ----- def ----- Defense +12 (+6 eff.) ---------- misc Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear 4 Bone Nova: Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 246.44 physical damage, and inflicting bleeding for another 123.22 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
ranger's elven-wood longbow of lightning4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +26 lightning While equipped: Stats +9 Dex dps ---------- Dmg.mod +15% lightning Longbows are used to shoot arrows at your foes. |
fungal dragonbone longbow of dexterity (+5)4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +5 Dex +6 Con dps ---------- Res.pen +12% physical ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 108 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
throat-seeking dragonbone longbow of piercing4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego++] Disrupt/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +15 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +18% nature +11% all Acc +26 (+16 eff.) Apr +15 Longbows are used to shoot arrows at your foes. |
mighty drakeskin leather sling of recursion4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
fungal voratun steamgun of piercing4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego+] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Con dps ---------- Res.pen +9% all Acc +9 (+8 eff.) Apr +10 ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 164 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady voratun steamgun of enduring4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego+] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +7 Con +8 Wil dps ---------- Phys.crit +4.0% Acc +11 (+9 eff.) ----- def ----- Max.HP +49.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun of true flight4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +9.0% Acc +7 (+7 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
self-loading quiver of elven-wood arrows of daylight (20/20, 150% power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego] Arcane Power 150% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 20 Rld cld 3 Ranged+ +8 light Against +26% Undead Arrows are used with bows to pierce your foes to death. |
slimey quiver of elven-wood arrows of grasping (19/20, 154% power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Nature/Disrupt Power 154% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 20 On Hit: * 17% chance to slow global speed by 67% * 20% chance to create vines that bind the target to the ground dealing 260 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
psychokinetic pouch of steel shots of daylight (15/15, 118% power, 2 apr)3.0 T2 shot ammo [Ego+] Arcane/Psionic Power 118% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 15 Ranged+ +9 light +7 physical Against +9% Undead On Hit: * 20% chance to knock the target back 3 spaces and deal 260 physical damage Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of torment (20/25, 164% power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego++] Psionic Power 164% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 25 Ranged+ +17 physical On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 260 physical damage Shots are used with slings to pummel your foes to death. |
tundral pouch of voratun shots of grasping (15/21, 166% power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego+] Nature Power 166% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Ranged+ +17 cold On Crit.r2 +9 cold On Hit: * 20% chance to create vines that bind the target to the ground dealing 260 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
coruscating voratun shield of the stars (0 def, 10 armour, 177% power, 210 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Arcane When used to Attack: Power 177% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +210 Melee+ +16 fire +15 light +13 darkness While equipped: Stats +3 Str +1 Cun +5 Mag dps ---------- Dmg.mod +17% light +17% darkness Melee Ret 9 fire ----- def ----- Armour +10 Fatigue +8% Resists +11% fire +17% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's voratun shield of the stars (0 def, 10 armour, 182% power, 199 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Arcane/Master When used to Attack: Power 182% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +199 Melee+ +14 light +14 darkness While equipped: Stats +8 Str +7 Dex +2 Mag +5 Cun dps ---------- Dmg.mod +17% light +13% darkness Acc +21 (+14 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +15% light +19% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
voratun shield of the stars (0 def, 10 armour, 184% power, 213.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 184% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +213 Melee+ +16 light +12 darkness While equipped: Stats +8 Cun +5 Mag dps ---------- Dmg.mod +15% light +12% darkness ----- def ----- Armour +10 Fatigue +8% Resists +16% light +19% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
elven-silk robe of the mountain (+26%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +26% physical ----- def ----- Resists +15% all +26% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Mind.crit +3% Spell.pwr +10 (+2 eff.) Mind.pwr +7 (+1 eff.) S.pwr/crit +3 Dmg.mod +14% darkness +20% physical Res.pen +11% darkness +15% physical ----- def ----- Resists +15% all Silence- +36% ---------- misc Max.hate +9.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lisith the Tempestmarrow (12 def, 7 armour)9.0 T4 light armor [Rare] Master While equipped: Stats +4 Str +6 Con dps ---------- Dmg.mod +24% mind ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +6% lightning +9% physical Phys.save +21 (+11 eff.) ---------- misc Light +3 A suit of armour made of leather. |
marauder's reinforced leather armour (17 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +6 Str +6 Dex ----- def ----- Armour +7 Defense +17 (+8 eff.) Fatigue +8% Phys.save +11 (+6 eff.) A suit of armour made of leather. |
radiant reinforced leather armour of the deep (12 def, 10 armour)9.0 T4 light armor [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +10 Defense +12 (+6 eff.) Fatigue +8% Resists +18% blight +8% cold +23% darkness +7% acid ---------- misc Light +2 Breathe water A suit of armour made of leather. |
volcanic reinforced leather armour of natural resilience (12 def, 15 armour)9.0 T4 light armor [Ego++] Nature/Disrupt While equipped: dps ---------- Melee+ 9 fire Ranged+ 7 fire ----- def ----- Armour +15 Defense +12 (+6 eff.) Fatigue +8% Resists +14% blight +15% physical +14% nature +17% fire D.Red.from +11% Unnatural A suit of armour made of leather. |
Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+7 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 301.95 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
prismatic drakeskin leather armour of cold resistance (20 def, 8 armour)9.0 T5 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +21% cold +20% light +10% darkness A suit of armour made of leather. |
fearforged stralite mail armour of implacability (4 def, 14 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Arcane/Master While equipped: Stats +7 Con ----- def ----- Armour +14 Defense +4 (+2 eff.) Fatigue +14% Resists +9% fire -14% light +9% darkness Phys.save +16 (+8 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+2 eff.) A suit of armour made of mail. |
prismatic voratun mail armour of lightning resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego] Arcane/Master While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +20% lightning +14% light +18% darkness A suit of armour made of mail. |
radiant voratun mail armour of acid resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +18% blight +21% darkness +21% acid ---------- misc Light +2 A suit of armour made of mail. |
radiant voratun mail armour of implacability (5 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +14 Defense +5 (+2 eff.) Fatigue +5% Resists +19% blight +14% darkness Phys.save +13 (+7 eff.) ---------- misc Light +2 A suit of armour made of mail. |
Aerygazor (19 def, 27 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun ----- def ----- Armour +27 Defense +19 (+9 eff.) Fatigue +22% Resists +9% acid +9% physical +18% lightning +12% fire +9% mind +11% cold Mind.save +19 (+5 eff.) Max.HP +48.00 Disease- +10% A suit of armour made of metal plates. |
enlightening voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +16 Fatigue +22% Mind.save +12 (+3 eff.) A suit of armour made of metal plates. |
impenetrable voratun plate armour of spell shielding (0 def, 28 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego] Arcane/Master While equipped: ----- def ----- Armour +28 Fatigue +22% Resists +8% arcane Spell.save +24 (+8 eff.) A suit of armour made of metal plates. |
noble's drakeskin leather belt of carrying1.0 T5 belt armor [Ego+] Arcane/Master While equipped: Stats +5 Cun +6 Wil dps ---------- Against +18% Summoned ----- def ----- Fatigue -7% D.Red.from +24% Summoned ---------- misc Max.enc +20 A belt that goes around your waist. |
spellcowled elven-silk cloak of the voidstalker (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Arcane While equipped: Stats +1 Mag +4 Wil ----- def ----- Defense +3 (+1 eff.) Resists +19% darkness +21% temporal Spell.save +13 (+4 eff.) Def/telep +21 Res/telep +11% Dur/telep +21% ---------- misc Max.mana +61.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
invigorating pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Ego+] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -7% Max.HP +44.00 ---------- misc Stam/turn +0.40 A pair of boots made of leather. |
wanderer's pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Con ----- def ----- Armour +5 Fatigue +4% Phys.save +19 (+10 eff.) Mind.save +15 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fist of the Destroyer (8 def, 0 armour)1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +3 Cun +9 Mag ----- def ----- Defense +8 (+4 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 144% Range: 1.4x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 5.0 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 206.35 fire damage and 146.52 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 130% Range: 1.4x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Level 3.0 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 28.66 mind and 29.40 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 26% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 26. Terrified: Deals 7.02 mind and 7.20 darkness damage per turn and increases cooldowns by 41%. Haunted: Causes the target to suffer 11.11 mind and 11.40 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 148% Range: 1.4x Uses 40% Dex, 40% Cun, 10% Mag 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 106.95 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
fearwoven cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego++] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.crit +3% Mind.pwr +10 (+2 eff.) Dmg.mod +7% darkness +11% physical ----- def ----- Defense +2 (+1 eff.) Resists +8% darkness +10% physical ---------- misc Max.hate +8.00 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
champion's voratun helm of might (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +7 Str +1 Wil +2 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Mind.save +8 (+2 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate0.0 T1 black gem Reqs Gem related talents [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: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem Reqs Gem related talents [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Deals 50% extra poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem Reqs Gem related talents [Normal] While equipped: Defense +10 (+5 eff.) Item imbue powers: Defense +10 (+5 eff.) When used as an alchemist bomb: gain 20 defense for 5 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem Reqs Gem related talents [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem Reqs Gem related talents [Normal] While equipped: Armour +10 Item imbue powers: Armour +10 When used as an alchemist bomb: 50% chance to daze for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 black gem Reqs Gem related talents [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: Life regen 5% of max life Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 T2 blue gem Reqs Gem related talents [Normal] While equipped: Resists +30% lightning Item imbue powers: Resists +30% lightning When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 garnet0.0 T2 red gem Reqs Gem related talents [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +6% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +6% all When used as an alchemist bomb: Deals 12% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 white gem Reqs Gem related talents [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +4 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 T2 yellow gem Reqs Gem related talents [Normal] While equipped: Spell.spd +10% Item imbue powers: Spell.spd +10% When used as an alchemist bomb: 50% chance to cleanse one magical debuff Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 onyx0.0 T3 black gem Reqs Gem related talents [Normal] While equipped: Heal.mod +20% Item imbue powers: Heal.mod +20% When used as an alchemist bomb: Increases healing factor by 30% for 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.0 T3 blue gem Reqs Gem related talents [Normal] While equipped: Mana/turn +2.00 Item imbue powers: Mana/turn +2.00 When used as an alchemist bomb: Mana regain 40 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 T3 red gem Reqs Gem related talents [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +9% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +9% all When used as an alchemist bomb: Deals 18% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 quartz0.0 T3 white gem Reqs Gem related talents [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Deals 10% extra physical knockback damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T4 black gem Reqs Gem related talents [Normal] While equipped: Resists +5% all Item imbue powers: Resists +5% all When used as an alchemist bomb: Gain affinity for all damage by 5% in 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 blue gem Reqs Gem related talents [Normal] While equipped: Mana/s.crit +8.00 Item imbue powers: Mana/s.crit +8.00 When used as an alchemist bomb: Mana regain 60 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem Reqs Gem related talents [Normal] While equipped: Res.pen +12% all Acc +12 (+9 eff.) Item imbue powers: Res.pen +12% all Acc +12 (+9 eff.) When used as an alchemist bomb: 50% chance to disarm Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.0 T4 red gem Reqs Gem related talents [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +12% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +12% all When used as an alchemist bomb: Deals 24% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 white gem Reqs Gem related talents [Normal] While equipped: Defense +16 (+8 eff.) Phys.save +16 (+8 eff.) Spell.save +16 (+5 eff.) Mind.save +16 (+4 eff.) Item imbue powers: Defense +16 (+8 eff.) Phys.save +16 (+8 eff.) Spell.save +16 (+5 eff.) Mind.save +16 (+4 eff.) When used as an alchemist bomb: Deals 12% extra ice damage, may freeze or wet target. Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T5 black gem Reqs Gem related talents [Normal] While equipped: Stun/Frz- +50% Item imbue powers: Stun/Frz- +50% When used as an alchemist bomb: Regen 150 life in 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 diamond0.0 T5 blue gem Reqs Gem related talents [Normal] While equipped: Mov.spd +25% Item imbue powers: Mov.spd +25% When used as an alchemist bomb: Gain one free move in 2 turns (stacks for 3 times) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 fire opal0.0 T5 red gem Reqs Gem related talents [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +15% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +15% all When used as an alchemist bomb: Deals 30% extra fireburn damage Latent Damage Type: Fire 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. |
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. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
68 alchemist bloodstone0.0 T4 red alchemist-gem [Normal] When used as an alchemist bomb: Deals 24% extra fireburn damage Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(98 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 652.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
supercharged elven-wood totem of stinging [power 452] (19 cooldown)2.0 T4 totem charm [Ego+] Nature Sting an enemy dealing 452 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged elven-wood totem of stinging [power 452] (19 cooldown)2.0 T4 totem charm [Ego+] Nature Sting an enemy dealing 452 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 67% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
supercharged dragonbone wand of clairvoyance [power 18] (18 cooldown)2.0 T5 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 18, power 97 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 18 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Eruden the Shalore Kharybdian level 29
13rd Haze 122nd year of Ascendancy at 06:40 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Eruden the Shalore Kharybdian level 28
11st Haze 122nd year of Ascendancy at 02:05 see stats
Are you out of your mind?! (Exploration mode)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Eruden the Shalore Kharybdian level 33
30th Haze 122nd year of Ascendancy at 04:57 see stats
Back and there again (Exploration mode)
Opened a portal to the Far East from Maj'Eyal.By Eruden the Shalore Kharybdian level 39
6th Allure 123rd year of Ascendancy at 07:40 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Eruden the Shalore Kharybdian level 31
23rd Haze 122nd year of Ascendancy at 02:42 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Eruden the Shalore Kharybdian level 14
16th Dusk 122nd year of Ascendancy at 16:05 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Eruden the Shalore Kharybdian level 30
19th Haze 122nd year of Ascendancy at 07:14 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun.By Eruden the Shalore Kharybdian level 21
73rd Dusk 122nd year of Ascendancy at 02:39 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Eruden the Shalore Kharybdian level 18
42nd Dusk 122nd year of Ascendancy at 21:40 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Eruden the Shalore Kharybdian level 21
59th Dusk 122nd year of Ascendancy at 19:07 see stats
Guiding Hand (Exploration mode)
Saved all escorted adventurers.By Eruden the Shalore Kharybdian level 26
8th Haze 122nd year of Ascendancy at 16:24 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Eruden the Shalore Kharybdian level 18
44th Dusk 122nd year of Ascendancy at 11:27 see stats
I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Eruden the Shalore Kharybdian level 35
30th Haze 122nd year of Ascendancy at 10:06 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Eruden the Shalore Kharybdian level 10
3rd Flare 122nd year of Ascendancy at 04:24 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Eruden the Shalore Kharybdian level 20
51st Dusk 122nd year of Ascendancy at 13:15 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Eruden the Shalore Kharybdian level 30
18th Haze 122nd year of Ascendancy at 05:22 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Eruden the Shalore Kharybdian level 40
3rd Regrowth 123rd year of Ascendancy at 14:44 see stats
Shasshhiy'Kaish (Exploration mode)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Eruden the Shalore Kharybdian level 21
74th Dusk 122nd year of Ascendancy at 00:28 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Eruden the Shalore Kharybdian level 26
7th Haze 122nd year of Ascendancy at 15:48 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Eruden the Shalore Kharybdian level 31
19th Haze 122nd year of Ascendancy at 16:16 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Eruden the Shalore Kharybdian level 8
8th Mirth 122nd year of Ascendancy at 16:14 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Eruden the Shalore Kharybdian level 8
1st Summertide 122nd year of Ascendancy at 06:18 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By Eruden the Shalore Kharybdian level 35
49th Haze 122nd year of Ascendancy at 23:17 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Eruden the Shalore Kharybdian level 27
9th Haze 122nd year of Ascendancy at 22:29 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Eruden the Shalore Kharybdian level 17
42nd Dusk 122nd year of Ascendancy at 00:32 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Eruden the Shalore Kharybdian level 27
10th Haze 122nd year of Ascendancy at 18:25 see stats
Log
Talent Timeless is ready to use.
Talent Relentless Pursuit is ready to use.
Talent Metafold is ready to use.
Rested for 41 turns (stop reason: all resources and life at maximum).
You pickup 0.75 gold pieces.
Eruden picks up (6.): Hand of the World-Shaper (0 def, 12 armour).
Eruden picks up (I.): slimey quiver of elven-wood arrows of grasping (19/20, 154% power, 14 apr).
Eruden picks up (2.): noble's drakeskin leather belt of carrying.
Eruden picks up (S.): marauder's reinforced leather armour (17 def, 7 armour).
Eruden picks up (E.): throat-seeking dragonbone longbow of piercing.
Lore found: Hand of the World-Shaper
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 3 turns (stop reason: dialog is displayed).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Eruden picks up (a.): blink rune (range 4; phase 14; cd 11).
Eruden picks up (A.): blooming living mindstar (111% power, 40 apr, mind damage).
Eruden picks up (G.): fungal dragonbone longbow of dexterity (+5).
Eruden picks up (M.): self-loading quiver of elven-wood arrows of daylight (20/20, 150% power, 14 apr).
Eruden picks up ( .): Ruthless Grip (0 def, 5 armour).
Eruden picks up (0.): Molten Skin (15 def, 12 armour).
Eruden picks up (w.): arcing voratun dagger of evisceration (147% power, 9 apr).
Lore found: Ruthless Grip
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Molten Skin
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 9 turns (stop reason: dialog is displayed).


















































































































