











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Trapmaker Class 1.7.4Adds the Trapmaker class. Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- 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:
Rise of the Ooze 1.7.4Adds Oozewalkers, antimagic powered undead who are incapable of using infusions but gain powerful racial talents. They also begin in a new starting town (shared with Oozemancers). Full Details: Reward from Storming the City with the Oozing Cradle: Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Class: The Lost 1.7.4Note: This is the first release and balance may be weird because I am not very good at balancing things. If you want a bit more polished class, wait a few days. Class Details + 4 Dex / +4 Will / +3 Cun Starting Life - 110 (as Archer and Cursed) -- Class Skills New trees: Twisted 1.3 -- Utility Skills Shroud 1.3 -- Stealth Skills -- Generic Skills More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. 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: Class: Bombardier 1.7.4A new Bombardier class which is a variant of the Alchemist. Bombardiers forgo using a golem in order to focus more on the effects of their bombs and their own combat viability. [Github](https://github.com/Werekracken/tome-bombardier) - No golem. Generic talents - technique/combat-training Class talents - cunning/tactical Changelog Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light 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.
Schizophrenic Class 1.7.4Adds the Schizophrenic class. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Playable Naloren Race 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Inferno Race Pack 1.4.0Adds a collection of my races. Class: Demolisher 1.7.0A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Early Boost & Some More Points 1.6.0Significantly more points in the early game. That's it. Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included 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: Dance of the Edge 1.7.4Introduces the Blade Dancer, a dual-wielding Warrior subclass whose style revolves around shifting between different forms ("dances") in order to prevail in any combat situation. Each dance is quite powerful, becoming more so with more Talent Point investment, but only a limited number of dances can be active at once. The Blade Dancer's key trait is flexibility. There are myriad ways to build this character, all of them with great potential for entertaining gameplay. Class Features:Eight New Talent Trees - Five core dances: Dance of the Moons, Storm, Torrent, Mountain, and Leaf. Each dance improves aspects of your character, as well as granting access to powerful techniques while active. Spread your talent points across multiple dances, or focus on just one or two. Other Talent trees allow you to improve your dances or even mesh them together into deadly combinations. Unique starting Area - Human, Elf, Halfling, and Dwarf Blade Dancers will start in a new, unique starting area, with a couple of novel critters and a new boss at the end. Class-Specific Quest - Upon finishing their starting area, Human, Elf, Halfling, and Dwarf Blade Dancers will gain access to a class-specific sidequest that runs parallel to the main game. Completing this quest grants access to a nice peice of equipment. Auto-Scumming - Many of the dances raise your core stats while active. To keep the player from constantly ducking in and out of menus, stat requirements for gear and talent-learning will automatically adjust to accomodate those dances that are learned, but currently inactive. Other Addon Features:New Bosses - Not every Blade Dancer is a hero. A handful of renegades roam Maj'Eyal, looking to ruin someone's day... New Boss Artifacts - ...at least those renegade Blade Dancers carry some decent gear with them. Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. 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:
Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. 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 Witherer Class 1.7.4The Witherer is a Corruptor that focusses on slowly killing their enemies. Class: Hunted 1.7.4A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Better Item Description 1.7.2This 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 Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Deathsire |
| Class | Kharybdian |
| Level / Exp | 31 / 60% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 34 (base 25) |
| Dexterity | 32 (base 25) |
| Constitution | 76 (base 58) |
| Magic | 101 (base 58) |
| Willpower | 29 (base 10) |
| Cunning | 70 (base 44) |
Resources
| Life | 764/764 |
| Mana | 305/305 |
| Hands | 170/170 |
| Soul | 10/10 |
| Healing Factor | 1.4039156327529 |
| Regeneration | 4.5627258064469 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 9 |
| See Stealth | 79.837151937786 |
| See Invisible | 81.837151937786 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 23 |
| Crit Chance | 19% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 78 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +20% |
| Darkness | +52% |
| Light | +32% |
| Temporal | +25% |
| Blight | +37% |
| Nature | +33% |
| Fire | +37% |
| All | +17% |
Offense: Damage Penetration
| Nature | +21% |
| Acid | +5% |
| Darkness | +34% |
| Temporal | +10% |
| Blight | +3% |
| Cold | +14% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 42.702667044479 (85.098509811323%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 44 |
| Mental Save | 46 |
Defense: Resistances
| Physical | + 41%( 85%) |
| Cold | + 63%( 85%) |
| All | + 30%( 85%) |
| Lightning | + 37%( 85%) |
| Light | + 32%( 85%) |
| Temporal | + 36%( 85%) |
| Mind | + 38%( 85%) |
| Darkness | + 82%( 85%) |
| Fire | + 44%( 85%) |
| Nature | + 53%( 85%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Stun Resistance | 23% |
| Bleed Resistance | 100% |
| Confusion Resistance | 26% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 at most 130 damage for 5 turns. |
| Runes | Effective talent level: 2.5 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 54.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Oceansong | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Necrotic might | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Bloodtide | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/1 |
| Spell / Soul | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Null Vizier | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Moon Wurm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Intrusion | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Polyps | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Marching Sea | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Chronorium | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Desecration | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Reaping | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Other Page | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Otherside | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Undead / Deathsire | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Soulforge | 1.20 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Light Work |
| talent | Riven Clock |
| talent | Sacrificial Reef |
| talent | Spirit Feed |
| talent | Necrotic Aura |
| talent | Shadow of Death |
| talent | Chant of Fortress |
| talent | The Sun Beneath the Sea |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | 14436 life is saved to revive you. Reservoir |
| beneficial effect | Has 6 volatile mixtures prepared. 6 Volatile Mixtures |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You failed to protect the injured seer from death by Poradhelemira the orc assassin. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by disarming trap. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 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 Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)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 |
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. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bloated horror heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Khelorek (3 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.crit +2% S.pwr/crit +2 ----- def ----- Armour +1 Defense +3 (+2 eff.) Resists +3% darkness Teleport- +20% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows +0.20 Cursed/Shadows Absorbs all darkness (power 97, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 323.76 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Urthekhad the Bloomrock (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +3% light +3% darkness +15% fire +11% mind +6% nature Spell.save +6 (+2 eff.) Mind.save +13 (+5 eff.) Confus- +26% A cap made of leather. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Tool | DeWolve Bandolier DeWolve Bandolier2.0 T2 misc tool [Unique] Arcane/Master While equipped: Stats +2 Cun +2 Con dps ---------- Res.pen +5% acid +5% fire +6% nature ---------- misc Talents +1 Volatile Mixture Equip a bandolier holding up to 5 volatile alchemical mixtures, allowing you to attack from range. You automatically reload 1 mixture per turn while resting or moving. Each mixture randomly inflicts one of the following effects: 195.0 Fire damage, 156.0 Acid damage that corrodes armor, or 243.8 Poison damage over 6 turns. Damage is based on Magic and Cunning One of several bandoliers of dangerous weaponized potions used by servants of the criminal alchemist Jheren DeWolve. |
| On fingers | pixie's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +2 Mag dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
| On fingers | Eilinayariawyn0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +3% blight Apr +1 ----- def ----- Die.at -60.00 life HP.reg +3.00 Blind- +20% Disease- +26% Stun/Frz- +23% ---------- misc Infravis +5 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
| Around neck | Umbrawild0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +9 Con dps ---------- Dmg.mod +12% darkness Melee Ret 8 darkness ----- def ----- Resists +12% darkness ---------- misc Psi/ret +0.16 Max.psi +50.00 Amulets make your neck look great! |
| In main hand | Plague-Fire Sceptre (24-29 power, 4 apr, physical element)5.0 T3 staff 1H weapon [Unique] Arcane Power 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+6 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
| Around waist | Slippery Belt Slippery Belt1.0 T1 belt armor [Unique] Nature/Unknown While equipped: Stats +8 Cun +8 Wil dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature ---------- misc Equi/turn -0.50 On Mind Hit: 15% Slime Spit 1 It took quite a bit more effort to lash the tentacles into a belt than expected. It pulses with horrific energy. |
| In off hand | Demonedge (0 def, 11 armour, 75.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Mind.crit +1% Crit.mult +5.00% Dmg.mod +3% mind Melee Ret 6 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Armour +11 Fatigue +8% Resists +20% fire +18% cold ---------- misc Max.psi +20.00 Talents +1 Block Handheld deflection devices. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Corruptionrage the silk robe (0 def, 0 armour)2.0 T4 cloth armor [Rare] Arcane While equipped: Stats +4 Wil +9 Mag dps ---------- Spell.crit +2% Spell.pwr +18 (+4 eff.) Dmg.mod +6% nature +17% all Res.pen +15% nature Phasing +30% ----- def ----- Resists +6% nature +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion (speed 601%; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 601% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the duelist (absorb 52; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed 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 52 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 90; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: 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 90 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 Cunning stat. 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! |
copper amulet 'Firemalice'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% fire Melee Ret 4 temporal ----- def ----- Resists +9% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! |
Haniledil the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +2 Wil dps ---------- Dmg.mod +3% blight Res.pen +10% blight ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Infravis +2 See.Invis +6 Amulets make your neck look great! |
mindweaver's voratun amulet of magic (+3)0.1 T5 amulet jewelry [Ego+] Arcane/Psionic While equipped: Stats +7 Mag +3 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +8 (+3 eff.) Confus- +19% Amulets make your neck look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings make your fingers look great! |
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? |
elm vilestaff (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Zubona the ash magestaff (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +19.00% Spell.pwr +14 (+3 eff.) Melee+ 21 fire Dmg.mod +15% blight ----- def ----- Defense +7 (+3 eff.) Resists +3% nature +6% mind Disarm- +20% Confus- +20% ---------- misc Psi/ret +0.04 Vim/s.crit +2.00 Max.psi +20.00 Max.vim +14.00 Light +3 See.Invis +7 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 205.30 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
The Schism (20-24 power, 4 apr, arcane element) The Schism (20-24 power, 4 apr, arcane element)5.0 T3 staff 1H weapon [Unique] Arcane Power 20.0 - 24.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Atk.spd 100% On Crit: 33% Unstable Vortex 2 While equipped: dps ---------- Spell.crit +6% S.pwr/crit +3 Dmg.mod +27% arcane +14% temporal Res.pen +5% arcane +17% temporal ----- def ----- Anom.red -8 ---------- misc Mana/turn -2.00 On Spell Hit: 13% Manahread 2 On Spell Hit: 8% Scismlash 1 Each turn the stats on this staff fluctuate and the damage type has a 50% chance to change from Temporal to Arcane and vice versa. This 'staff' is short enough to be wielded in one hand and is too unstable to command. This staff, whose upper half seems trapped in a never ending explosion, looks like it was an attempt to blend arcane and temporal energies. The result is both wildly successful and horribly unstable. |
Chamigund the elven-wood starstaff (25-30 power, 5 apr, physical element)5.0 T4 staff 2H weapon [Rare] Master 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 +17% Crit.mult +11.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% physical ----- def ----- Resists +6% acid +12% temporal +5% arcane +12% cold Spell.save +9 (+3 eff.) Max.HP +40.00 Pinning- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood starstaff of invocation (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego+] Arcane/Master 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 +9% Crit.mult +17.00% Spell.pwr +19 (+4 eff.) S.pwr/crit +7 Dmg.mod +25% light ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 54.17 to 65.01 light damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood starstaff of channeling (25-30 power, 5 apr, temporal 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 +4% Spell.pwr +23 (+5 eff.) Dmg.mod +25% temporal ---------- misc Mana/turn +0.64 Max.mana +79.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
imbued dragonbone magestaff of fate (30-36 power, 6 apr, cold 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 +11% Spell.pwr +15 (+3 eff.) Dmg.mod +30% cold ----- def ----- Phys.save +10 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +14 (+5 eff.) ---------- misc Talents +1 Command Staff On Spell Hit: 10% Fireflash 1 Staves designed for wielders of magic, by the greats of the art. |
acidic stralite greatmaul of erosion (56-84 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego] Arcane/Nature Power 56.0 - 84.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +13 nature On Crit: * Splash the target with acid dealing 207 damage over 5 turns and reducing armor and accuracy by 26 Massive two-handed mauls. |
caustic stralite greatmaul of extermination (55-82 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego++] Nature Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Against +14% Vermin +17% Spiderkin On Crit.r2 +17 acid +30 nature On Crit: * Strike your target with a blast of Fire dealing 171 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. While equipped: dps ---------- Crit.mult +24.00% Res.pen +13% acid +14% nature Apr +10 Massive two-handed mauls. |
truestriking stralite greatmaul (56-84 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Master Power 56.0 - 84.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +13 (+7 eff.) Apr +12 Massive two-handed mauls. |
voratun greatmaul 'Floegasher' (68-103 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Rare] Disrupt Power 68.5 - 102.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 26 arcane resource burn While equipped: Stats +5 Str +4 Dex +6 Mag +6 Wil +4 Cun ----- def ----- Resists +9% cold Massive two-handed mauls. |
elemental stralite greatsword (48-77 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Arcane Power 48.0 - 76.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 124 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +20% cold Res.pen +21% cold Massive two-handed swords. |
serrated stralite greatsword of persecution (48-78 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Disrupt/Master Power 48.5 - 77.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Against +9% Unnatural On Hit: * 25% chance to afflict the target with Bleed, causing 175 Physical damage over 5 turns. While equipped: Stats +2 Wil dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +13% physical Massive two-handed swords. |
twilight voratun greatsword of daylight (62-100 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Arcane Power 62.5 - 100.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +10 light Against +20% Undead On Hit.r1 +13 darkness While equipped: dps ---------- Res.pen +7% light Massive two-handed swords. |
plaguebringer's stralite mace of phasing (38-54 power, 12 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Arcane Power 38.5 - 53.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +12 Crit +2.5% Atk.spd 100% Phasing +12% Melee+ +11 blight On Hit: 20% Epidemic 4 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 34 While equipped: ----- def ----- Disease- +22% Blunt and deadly. |
twilight stralite mace of massacre (48-66 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego] Arcane/Master Power 47.5 - 66.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +7 darkness On Hit.r1 +8 light While equipped: dps ---------- Res.pen +7% light Blunt and deadly. |
elemental stralite waraxe of banishment (31-43 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego++] Arcane Power 31.0 - 43.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Against +8% Horror +11% Demon On Hit: * Create an explosion dealing 124 fire damage (1/turn) On Crit: * Strike your target with a blast of Arcane energy dealing 130 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: dps ---------- Crit.mult +17.00% Dmg.mod +18% fire Res.pen +17% fire One-handed war axes. |
inquisitor's stralite dagger (27-35 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Disrupt Power 27.0 - 35.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Deals 71 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Sharp, short and deadly. |
Umbrapall the voratun dagger (38-50 power, 12 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane Power 38.5 - 50.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +10.0% Atk.spd 100% Melee+ +12 physical Against +13% Undead +9% Demon +9% Horror On Hit: * 25% chance to afflict the target with Frostburn, causing 259 Cold damage over 5 turns. On Crit: * Strike your target with a blast of Arcane energy dealing 130 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. * On a Crit, strike your target with a blast of Light dealing 135 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 34 for the duration. While equipped: dps ---------- Phys.crit +3.0% Crit.mult +42.00% Spell.pwr +4 (+1 eff.) Dmg.mod +12% cold Melee Ret 4 darkness ----- def ----- Defense +25 (+9 eff.) Sharp, short and deadly. |
voratun dagger 'Fireroar' (38-49 power, 21 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Rare] Master Power 37.5 - 48.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +10.0% Atk.spd 100% Melee+ +12 fire On Crit: * Sunders the enemy's armor for 5 turns. While equipped: Stats +2 Dex +3 Con dps ---------- Phys.crit +1.0% Crit.mult +20.00% ----- def ----- Resists +3% physical Sharp, short and deadly. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 3.5 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 251.71 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
projecting pulsing mindstar of storms (12-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Str +6 Dex +4 Mag +5 Wil +3 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 12 lightning Dmg.mod +18% lightning +13% fire +15% cold Res.pen +14% lightning ----- def ----- Resists +16% lightning ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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. |
wyrm's living mindstar of flames (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun 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 (+3 eff.) All.spd +7% Melee+ 5 lightning 6 physical 17 fire 6 acid 3 cold Dmg.mod +8% fire Res.pen +9% fire ----- def ----- Resists +5% lightning +6% physical +4% cold +12% fire +5% acid ---------- 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. |
Jaguar's Teeth (30/30, 40-56 power, 10 apr) Jaguar's Teeth (30/30, 40-56 power, 10 apr)3.0 T5 arrow ammo Reqs Dex 50 [Unique] Psionic Power 40.0 - 56.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Atk.spd 111% Capacity 30 Ranged+ +75 physical On Hit: * 15% chance to apply spydric poison, pinning the enemy and dealing 168 nature damage over 3 turns On Crit: * Wound the target, dealing 196 physical damage across 3 turns and reducing healing by 50%. This gives you 3 psi and 3 hate. On Kill: * Fully reload While equipped: ---------- misc Masteries +0.20 Technique/Psychic Marksman Each of these arrowheads are carved from the fang of a Tar'Eyalian great cat, and the fletchings are all of silk. Holding an arrow, you feel a desperate hunger. |
dwarven-steel shield 'Tundrahue' (0 def, 15 armour, 136 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con dps ---------- Dmg.mod +6% cold Res.pen +15% fire ----- def ----- Armour +15 Fatigue +8% Resists +9% blight +12% temporal +12% lightning Crit.dmg- 10.00% Phys.save +19 (+6 eff.) Max.HP +100.00 ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced stralite shield of purity (0 def, 10 armour, 185 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +14% nature +14% blight ---------- misc Talents +1 Block Handheld deflection devices. |
voratun shield 'Hurolathadin' (0 def, 10 armour, 190.5 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Con dps ---------- Mind.crit +3% Crit.mult +20.00% Melee+ 35 lightning Apr +5 Melee Ret 21 lightning ----- def ----- Armour +10 Fatigue +8% ---------- misc Stam/turn +2.00 Equi/ret +0.12 Talents +1 Block Handheld deflection devices. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+4 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
prismatic silk robe of light (+21%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +14% light Res.pen +7% all ----- def ----- Resists +21% light +13% all Res.Cap +5% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of time (+22%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +4 Cun dps ---------- Spell.crit +7% Spell.pwr +8 (+2 eff.) Dmg.mod +22% temporal +7% light +10% darkness ----- def ----- Resists +13% all +22% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide rough leather armour of command (9 def, 6 armour)9.0 T1 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +6% Mind.save +10 (+4 eff.) Max.HP +31.00 HP.reg +3.80 Heal.mod +10% A suit of armour made of leather. |
rejuvenating hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Max.HP +21.00 HP.reg +6.10 Heal.mod +12% ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
blessed stralite mail armour of resilience (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +15% darkness +12% blight D.Red.from +6% Undead Max.HP +32.00 A suit of armour made of mail. |
radiant voratun mail armour of the deep (5 def, 13 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +13 Defense +5 (+3 eff.) Fatigue +12% Resists +9% acid +9% cold +12% darkness +11% blight ---------- misc Light +2 Breathe water A suit of armour made of mail. |
Blackrazor the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +3% mind +3% darkness Phys.save +5 (+1 eff.) A belt that goes around your waist. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Malafast the Corpsehunger (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +9% nature ----- def ----- Defense +1 (+1 eff.) Resists +3% light +3% cold Max.HP +60.00 HP.reg +4.00 Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+4 eff.) Resists +12% arcane +12% darkness 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 3.5 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 178.00 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. |
Kigar the Glitterblight (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 26 ----- def ----- Armour +1 Resists +6% mind +3% light ---------- misc Light +3 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. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Ce'Nerin the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +1 Dex +5 Mag +4 Wil +4 Con dps ---------- Melee+ 12 lightning 11 temporal Ranged+ 13 temporal Dmg.mod +6% lightning +7% temporal ----- def ----- Armour +3 Fatigue +5% Resists +8% lightning +8% temporal Disarm- +26% ---------- misc Light +3 See.Invis +12 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of magic (+3) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +3 Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
clarifying linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: Stats +2 Cun ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Goriyatir (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +1% Spell.pwr +5 (+1 eff.) Dmg.mod +3% arcane Phasing +30% ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
The Black Crown (0 def, 15 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
4 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
12 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
12 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. |
12 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
5 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. |
7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
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. |
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. |
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. |
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. |
182 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
gravemist brass lantern2.0 T1 lite [Ego] Arcane While equipped: Stats +3 Str ----- def ----- Affinity +4% blight +3% cold ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
charged dwarven lantern of clarity1.0 T5 lite [Ego] Psionic/Steamtech While equipped: dps ---------- Melee Ret 15 lightning ----- def ----- Resists +7% lightning Mind.save +8 (+3 eff.) ---------- misc Light +5 See.Stealth +16 See.Invis +17 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Samemarab the dragonbone totem of summon tentacle [power 400] (25 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +2 Cun dps ---------- Spell.crit +8% Dmg.mod +6% blight +6% temporal Phasing +30% Melee Ret 10 arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1164 Base Damage: 450 Armor: 41 All Resist: 36 Puts all charms on 25 cooldown 100% to increase all damage by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Hellswreath the dragonbone wand of clairvoyance [power 15] (15 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% arcane +15% fire Res.pen +25% arcane ----- def ----- Resists +30% acid Reveal the area around you, dispelling darkness (radius 15, power 90 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 251.25 temporal and 305.52 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By asdas the Deathsire Kharybdian level 26
62nd Haze 122nd year of Ascendancy at 09:33 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By asdas the Deathsire Kharybdian level 26
56th Haze 122nd year of Ascendancy at 22:09 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By asdas the Deathsire Kharybdian level 21
48th Haze 122nd year of Ascendancy at 16:30 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By asdas the Deathsire Kharybdian level 30
79th Haze 122nd year of Ascendancy at 10:35 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By asdas the Deathsire Kharybdian level 19
25th Haze 122nd year of Ascendancy at 13:13 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By asdas the Deathsire Kharybdian level 29
72nd Haze 122nd year of Ascendancy at 18:39 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By asdas the Deathsire Kharybdian level 17
65th Dusk 122nd year of Ascendancy at 19:59 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By asdas the Deathsire Kharybdian level 19
24th Haze 122nd year of Ascendancy at 06:29 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By asdas the Deathsire Kharybdian level 10
2nd Summertide 122nd year of Ascendancy at 01:48 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By asdas the Deathsire Kharybdian level 20
25th Haze 122nd year of Ascendancy at 19:14 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By asdas the Deathsire Kharybdian level 30
72nd Haze 122nd year of Ascendancy at 20:21 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By asdas the Deathsire Kharybdian level 19
23rd Haze 122nd year of Ascendancy at 17:29 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By asdas the Deathsire Kharybdian level 27
66th Haze 122nd year of Ascendancy at 12:34 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By asdas the Deathsire Kharybdian level 28
71st Haze 122nd year of Ascendancy at 04:53 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By asdas the Deathsire Kharybdian level 13
48th Dusk 122nd year of Ascendancy at 20:23 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By asdas the Deathsire Kharybdian level 29
72nd Haze 122nd year of Ascendancy at 20:17 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By asdas the Deathsire Kharybdian level 16
58th Dusk 122nd year of Ascendancy at 02:04 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By asdas the Deathsire Kharybdian level 24
54th Haze 122nd year of Ascendancy at 13:56 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By asdas the Deathsire Kharybdian level 14
51st Dusk 122nd year of Ascendancy at 04:50 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By asdas the Deathsire Kharybdian level 25
56th Haze 122nd year of Ascendancy at 00:33 see stats
Log
Rested for 8 turns (stop reason: all resources and life at maximum).
Asdas picks up (u.): voratun greatmaul 'Floegasher' (68-103 power, 4 apr).
Ran for 14 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 17 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 10 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 11 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 20 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 18 turns (stop reason: at door).
There is a hidden vault here (press '' or right click to use).
Ran for 18 turns (stop reason: interesting terrain).
There is a way up (Rak'shor Pride) here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.







































































































