Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.6.7Official 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:
Improved Auto-explore and Rest 1.6.5Quality 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. Effects Under Actors 1.6.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Wall Clock 1.6.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Forbidden Cults 1.6.7Official 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.
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.6.7Official 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Items Vault 1.6.0Donators/Buyers bonus! No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. Better Item Description 1.6.6This 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 Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Doomed |
Level / Exp | 50 / 2368% |
Size | medium |
Lifes / Deaths | Killed by Eilinith the anaconda at level 18 on the 34th Haze 122nd year of Ascendancy at 23:02 6 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 28.272733630532 (base 14) |
Dexterity | 68.545467261063 (base 32) |
Constitution | 101.54546726106 (base 62) |
Magic | 26.272733630532 (base 12) |
Willpower | 105.77800410557 (base 61) |
Cunning | 138.03446931385 (base 60) |
Resources
Life | 2232/2232 |
Hate | 56/125 |
Equilibrium | 48 |
Healing Factor | 2.5 |
Regeneration | 184.11891212999 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 3 |
See Invisible | 22.545467261064 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor, animal/canine |
Offense: Mainhand
Damage | 127 |
Accuracy | 54 |
Crit Chance | 58% |
APR | 80 |
Speed | 1.00 |
Offense: Offhand
Damage | 154 |
Accuracy | 54 |
Crit Chance | 58% |
APR | 80 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12.666666666667 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 89 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Mind | +93% |
Lightning | +36% |
Light | +43% |
Nature | +71% |
Darkness | +54% |
Physical | +62% |
Fire | +28% |
All | +16% |
Offense: Damage Penetration
Darkness | +20% |
All | 0% |
Physical | +44% |
Mind | +95% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 51 (38.536585365854%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 1.669446550417 |
Physical Save | 57 |
Spell Save | 42 |
Mental Save | 68 |
Defense: Resistances
Acid | + 51%( 70%) |
Blight | + 59%( 70%) |
Arcane | + 51%( 70%) |
Cold | + 70%( 70%) |
All | + 51%( 70%) |
Physical | + 61%( 70%) |
Lightning | + 53%( 70%) |
Light | + 51%( 70%) |
Temporal | + 59%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 79%( 79%) |
Fire | + 54%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 57% |
Poison Resistance | 21% |
Blind Resistance | 20% |
Silence Resistance | 10% |
Bleed Resistance | 10% |
Disarm Resistance | 36% |
Pinning Resistance | 49% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 983 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.3 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 892% 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. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.3 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Darkness | 1.60 |
| 2/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Cursed / Shadows | 1.80 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Cursed / Punishments | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / One with shadows | 1.60 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Cursed / Advanced shadowmancy | 1.60 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Force of will | 1.60 |
| 2/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed aura | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 4/5 |
Cursed / Cursed form | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Gestures | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Dark sustenance | 1.60 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Deflection |
talent | Gesture of Pain |
talent | Psiblades |
talent | Shadow Decoy |
talent | Call Shadows |
talent | Shadows Empathy |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.3)Penalty : Fractured Sanity: -13% Mind Resistance, -17% Confusion Immunity Power 1+: Unleashed: +16% critical damage, +21% off-hand weapon damage Power 2+: -1 Luck, +10 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 73% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 10.7% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Guarding against melee damage: Will dismiss up to 47 damage from the next 2.8 attack(s) with a 7% chance to counterattack. Guarded |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +9% Max Darkness Resistance, +9 See Invisible Power 2+: -1 Luck, +6 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.3)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +9% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 23 turns, retch (level 1) when you fall below 41% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+11% resist all). Shroud of Passing |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+46% chance to avoid traps). Power 2+: -1 Luck, +10 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+18% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 48% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Elylaith the giant yellow ant. Escort: repented thief (level 1 of Daikara) | failed |
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 talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by dragonsfire trap. Escort: repented thief (level 4 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Glutira the giant lightning ant. Escort: temporal explorer (level 1 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2849. | 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. You have been shown a secret entrance to his stronghold. * 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Serpentdream (Shrouds) (0 def, 3 armour) Serpentdream (Shrouds) (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +4 Con dps ---------- Dmg.mod +12% nature ----- def ----- Armour +3 Resists +15% light +9% temporal Phys.save +18 (+5 eff.) Mind.save +17 (+4 eff.) Die.at -80.00 life Max.HP +40.00 Blind- +20% ---------- misc Max.psi +50.00 Curse of Shrouds A pair of boots made of leather. |
Light source | Umbraphage Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 161, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 434.28 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 | Hedehell the Brightjeer (Misfortune) (18 def, 0 armour) Hedehell the Brightjeer (Misfortune) (18 def, 0 armour)2.0 T5 head armor [Random Unique] Disrupt/Psionic While equipped: dps ---------- Mind.crit +10% Mind.pwr +13 (+3 eff.) Dmg.mod +15% physical +20% darkness +12% fire Melee Ret 4 fire ----- def ----- Defense +18 (+5 eff.) Resists +10% blight +20% physical +13% darkness +13% nature Mind.save +18 (+4 eff.) Cut- +10% ---------- misc Psi/turn +0.39 Max.hate +12.00 Curse of Misfortune A pointy cloth hat, very wizardly... |
On hands | Spellhunt Remnants (Shrouds) (6 def, 8 armour) Spellhunt Remnants (Shrouds) (6 def, 8 armour)1.5 T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Unarmed combat: Power 142% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Curse of Shrouds Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 219.24 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | Haresagen the Dayvice [power 314] (15 cooldown) Haresagen the Dayvice [power 314] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +12% light +6% physical Res.pen +25% physical ----- def ----- Phys.save +15 (+5 eff.) Mind.save +6 (+1 eff.) Sting an enemy dealing 537 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | voratun Windborne Azurite ring (Madness) voratun Windborne Azurite ring (Madness)0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +15 Cun +8 Dex dps ---------- Mov.spd +15% Dmg.mod +20% lightning +18% nature +3% darkness Melee Ret 10 darkness On Hit (Melee): * 21% chance to reduce damage dealt by 37% ----- def ----- Defense +14 (+4 eff.) Resists +36% nature +15% cold Ignore.dmg +8% Affinity +20% lightning Max.HP +100.00 HP.reg +16.00 Heal.mod +19% Curse of Madness Rings can have magical properties. |
On fingers | Shadowdredge the voratun ring (Corpses) Shadowdredge the voratun ring (Corpses)0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Cun +2 Wil dps ---------- Spell.pwr +15 (+2 eff.) Melee+ 35 physical Ranged+ 35 physical Res.pen +10% darkness On Hit (Melee): * 16% chance to reduce all saves and defense by 46 On Hit (Ranged): * 16% chance to reduce all saves and defense by 46 ----- def ----- Resists +12% darkness Spell.save +6 (+2 eff.) Max.HP +141.00 HP.reg +19.00 Heal.mod +19% Disarm- +36% Pinning- +49% Knockbk- +43% ---------- misc Hate/m.crit +3.00 Max.mana +60.00 Max.hate +13.00 Curse of Corpses Bleeding Edge: Puts all charms on 20 cooldown Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +25 Con dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +16 (+2 eff.) Dmg.mod +9% all Melee Ret 34 darkness ----- def ----- Armour +5 Resists +10% darkness +10% cold +25% nature +5% all Crit.dmg- 23.00% Heal.mod +50% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Amulets can have magical properties. |
In main hand | Nexus of the Way (Misfortune) (124% power, 73 apr, mind damage) Nexus of the Way (Misfortune) (124% power, 73 apr, mind damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 124% Range: 1.1x Uses 109% Wil, 36% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +73 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Cun +11 Wil dps ---------- Mind.crit +9% Mind.pwr +33 (+7 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Curse of Misfortune Wayist: (Instant) Level 1.3 Pwr.cost 60 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 63 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Around waist | drakeskin leather belt 'Islawen' (Madness) drakeskin leather belt 'Islawen' (Madness)1.0 T5 belt armor [Random Unique] Master While equipped: Stats +5 Dex +3 Wil +3 Cun dps ---------- Phys.crit +13.0% Mind.crit +17% Crit.mult +5.00% Mind.pwr +15 (+3 eff.) Dmg.mod +25% physical Res.pen +19% physical ----- def ----- Armour +13 Defense +10 (+3 eff.) Resists +6% fire Phys.save +25 (+7 eff.) ---------- misc Equi/ret +0.12 Curse of Madness A belt that goes around your waist. |
In off hand | Poltergeist's Nexus of the Way (Madness) (124% power, 73 apr, mind damage) Poltergeist's Nexus of the Way (Madness) (124% power, 73 apr, mind damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 124% Range: 1.1x Uses 109% Wil, 36% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +73 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Cun +11 Wil dps ---------- Mind.crit +9% Mind.pwr +33 (+7 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Stun/Frz- +60% Curse of Madness Wayist: (Instant) Level 1.3 Pwr.cost 60 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 63 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Cloak | cashmere cloak 'Velumina' (Madness) (2 def, 0 armour) cashmere cloak 'Velumina' (Madness) (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +27% mind Res.pen +25% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 7 ----- def ----- Defense +2 (+1 eff.) Resists +12% mind +6% blight Max.HP +44.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Mayessra the drakeskin leather armour (Corpses) (20 def, 22 armour) Mayessra the drakeskin leather armour (Corpses) (20 def, 22 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: ----- def ----- Armour +22 Defense +20 (+5 eff.) Fatigue +8% Resists +3% lightning +30% cold +6% temporal Crit.dmg- 5.00% Die.at -20.00 life Max.HP +136.00 HP.reg +21.90 Heal.mod +34% Poison- +21% Silence- +10% Curse of Corpses A suit of armour made of leather. |
Inventory
healing infusion of the warrior (heal 163; cd 13) healing infusion of the warrior (heal 163; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 48%; physical; dur 4; cd 10) wild infusion of the sneak (res 48%; physical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 48% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
acid wave rune (damage 226; dur 4; cd 15) acid wave rune (damage 226; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 226.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-Hand (Corpses) The Far-Hand (Corpses)0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.2 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (113). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Unflinching Eye (Madness) Unflinching Eye (Madness)0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.6 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
cleansing copper amulet of healing (Madness) cleansing copper amulet of healing (Madness)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +11% nature +12% blight Heal.mod +12% Poison- +23% Disease- +22% Cut- +40% Heal: Puts all charms on 35 cooldown Level 3.9 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 573 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
enraging voratun amulet of soulsearing enraging voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +16.00% Phys.pwr +7 (+2 eff.) Spell.pwr +10 (+1 eff.) Phys.spd +10% Dmg.mod +10% blight +8% physical +12% fire Amulets can have magical properties. |
mindweaver's voratun amulet of the eclipse mindweaver's voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +12 (+2 eff.) Melee+ 10 light 15 darkness Dmg.mod +11% light +10% darkness On Melee Ret: * 9% chance to reduce damage dealt by 37% * 11% chance to blind ----- def ----- Mind.save +10 (+2 eff.) Confus- +21% Amulets can have magical properties. |
savior's voratun amulet of manastreaming savior's voratun amulet of manastreaming0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag dps ---------- S.pwr/crit +4 ----- def ----- Phys.save +23 (+7 eff.) Spell.save +24 (+8 eff.) Mind.save +22 (+5 eff.) ---------- misc Mana/turn +0.48 Max.mana +60.00 Amulets can have magical properties. |
Orb of Many Ways 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. |
Flashrage the steel ring (Nightmares) Flashrage the steel ring (Nightmares)0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Fatigue -6% Resists +12% lightning Max.HP +20.00 HP.reg +2.00 Heal.mod +10% Poison- +20% ---------- misc Max.enc +20 Curse of Nightmares Rings can have magical properties. |
Hathyfast the Earthblood (Madness) Hathyfast the Earthblood (Madness)0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: dps ---------- Res.pen +15% nature Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 46 ----- def ----- Resists +3% nature Mind.save +15 (+3 eff.) HP.reg +5.00 Confus- +52% Stun/Frz- +38% Curse of Madness Rings can have magical properties. |
Oledunaran the Galerigor (Nightmares) Oledunaran the Galerigor (Nightmares)0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% acid +15% mind ----- def ----- Resists +6% lightning +3% acid HP.reg +2.00 Stun/Frz- +23% Curse of Nightmares Rings can have magical properties. |
Ring of the Dead (Madness) Ring of the Dead (Madness)0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! Curse of Madness This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Scaldparry the voratun ring (Misfortune) Scaldparry the voratun ring (Misfortune)0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Wil dps ---------- Crit.mult +20.88% Mind.pwr +30 (+6 eff.) Dmg.mod +18% fire +19% cold Res.pen +25% darkness ----- def ----- Resists +30% fire +38% cold Mind.save +18 (+4 eff.) Curse of Misfortune Rings can have magical properties. |
Shimmerobeisance (Madness) Shimmerobeisance (Madness)0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +10 Mag dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +27% physical Res.pen +10% lightning ----- def ----- Resists +6% cold Crit.dmg- 15.30% Spell.save +20 (+7 eff.) Mind.save +6 (+1 eff.) Die.at -60.00 life HP.reg +4.08 Curse of Madness Rings can have magical properties. |
Skybait the steel ring (Madness) Skybait the steel ring (Madness)0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Wil +4 Cun +7 Con dps ---------- Dmg.mod +27% lightning ----- def ----- Defense +8 (+2 eff.) Resists +9% lightning ---------- misc Light +3 Curse of Madness Rings can have magical properties. |
Smearpython (Corpses) Smearpython (Corpses)0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +12% darkness Res.pen +5% nature Melee Ret 6 nature ----- def ----- Resists +18% nature Max.HP +32.00 Disarm- +23% Pinning- +27% Knockbk- +27% Curse of Corpses Rings can have magical properties. |
Squalorbutcher the steel ring (Corpses) Squalorbutcher the steel ring (Corpses)0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% lightning +11% cold Res.pen +10% nature ----- def ----- Resists +6% blight +22% cold +9% nature +3% lightning Max.HP +20.00 Poison- +10% Disease- +12% Disarm- +20% Pinning- +20% Knockbk- +25% Curse of Corpses Rings can have magical properties. |
Vargh Redemption (Madness) Vargh Redemption (Madness)0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Curse of Madness Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 23.80 cold and 33.24 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Writhing Ring of the Hunter (Nightmares) Writhing Ring of the Hunter (Nightmares)0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). Curse of Nightmares A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gladiator's voratun ring (Corpses) gladiator's voratun ring (Corpses)0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +14 (+5 eff.) Curse of Corpses Rings can have magical properties. |
gladiator's voratun ring of warding (Corpses) gladiator's voratun ring of warding (Corpses)0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Str +8 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Resists +21% acid +30% fire +27% lightning +26% cold Curse of Corpses Rings can have magical properties. |
gold ring 'Starsever' (Shrouds) gold ring 'Starsever' (Shrouds)0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +8 Dex dps ---------- Mind.crit +7% Dmg.mod +9% light +16% physical Acc +30 (+10 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 37% ----- def ----- Resists +16% physical ---------- misc Light +3 Curse of Shrouds Rings can have magical properties. |
psionicist's stralite ring of life (Misfortune) psionicist's stralite ring of life (Misfortune)0.1 T4 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Wil ----- def ----- Mind.save +10 (+2 eff.) Max.HP +40.00 HP.reg +9.00 Heal.mod +18% Curse of Misfortune Rings can have magical properties. |
stralite ring 'Earthroar' (Misfortune) stralite ring 'Earthroar' (Misfortune)0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +10 Con dps ---------- Crit.mult +15.00% Dmg.mod +9% physical Res.pen +10% nature Acc +15 (+5 eff.) ----- def ----- Resists +6% acid +12% nature Phys.save +14 (+4 eff.) Curse of Misfortune Rings can have magical properties. |
treant's voratun ring of life (Madness) treant's voratun ring of life (Madness)0.1 T5 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +15% nature +14% blight Max.HP +89.00 HP.reg +19.00 Heal.mod +17% Poison- +30% Disease- +29% Curse of Madness Rings can have magical properties. |
voratun fire opal ring (Madness) voratun fire opal ring (Madness)0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +8 Str +10 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Phys.pwr +8 (+3 eff.) Dmg.mod +10% all Acc +14 (+5 eff.) Apr +13 ----- def ----- Defense +14 (+4 eff.) Curse of Madness Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun ring 'Cyrolle' (Nightmares) voratun ring 'Cyrolle' (Nightmares)0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +2 Dex +12 Mag +6 Cun +10 Con dps ---------- Phys.pwr +18 (+6 eff.) Spell.pwr +14 (+2 eff.) Acc +5 (+2 eff.) Melee Ret 2 physical ----- def ----- Armour +2 Resists +9% blight Spell.save +10 (+4 eff.) Die.at -60.00 life Curse of Nightmares Rings can have magical properties. |
Kindlebreaker (Corpses) (168% power, 4 apr) Kindlebreaker (Corpses) (168% power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Rare] Master Power 169% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +5 Str +12 Mag dps ---------- Mind.crit +5% Res.pen +34% fire Acc +21 (+7 eff.) Melee Ret 10 mind ----- def ----- Defense +20 (+5 eff.) Resists +24% lightning +18% acid Disarm- +70% Curse of Corpses Massive two-handed battleaxes. |
quick voratun dagger of rage (Madness) (148% power, 9 apr) quick voratun dagger of rage (Madness) (148% power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master Power 148% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +11 Str +7 Dex dps ---------- Phys.spd +10% Dmg.mod +12% physical Acc +43 (+15 eff.) Curse of Madness Sharp, short and deadly. |
balanced voratun greatmaul of enduring (Misfortune) (179% power, 4 apr) balanced voratun greatmaul of enduring (Misfortune) (179% power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Nature/Master Power 180% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +21 Con +21 Wil dps ---------- Acc +14 (+5 eff.) ----- def ----- Defense +17 (+5 eff.) Max.HP +154.00 Disarm- +70% Curse of Misfortune Massive two-handed mauls. |
truestriking voratun greatmaul (Madness) (181% power, 4 apr) truestriking voratun greatmaul (Madness) (181% power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Master Power 181% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +20% physical Acc +35 (+12 eff.) Apr +17 Curse of Madness Massive two-handed mauls. |
acidic voratun greatsword of phasing (Corpses) (175% power, 37 apr) acidic voratun greatsword of phasing (Corpses) (175% power, 37 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Arcane Power 175% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +37 Crit +5.0% Atk.spd 100% Phasing +28% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Curse of Corpses Massive two-handed swords. |
arcing voratun greatsword of massacre (Madness) (195% power, 4 apr) arcing voratun greatsword of massacre (Madness) (195% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Arcane/Master Power 196% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Madness Massive two-handed swords. |
truestriking voratun greatsword of crippling (Corpses) (173% power, 4 apr) truestriking voratun greatsword of crippling (Corpses) (173% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Master Power 174% 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: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +21.0% Res.pen +21% physical Acc +28 (+10 eff.) Apr +21 Curse of Corpses Massive two-handed swords. |
warbringer's stralite greatsword of evisceration (Nightmares) (158% power, 3 apr) warbringer's stralite greatsword of evisceration (Nightmares) (158% power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Master Power 158% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +9 Con dps ---------- Phys.crit +19.0% Phys.pwr +38 (+13 eff.) Res.pen +17% physical ----- def ----- Disarm- +42% Curse of Nightmares Massive two-handed swords. |
Anmalice (Nightmares) (158% power, 20 apr) Anmalice (Nightmares) (158% power, 20 apr)3.0 T4 longsword 1H weapon Reqs Str 32 [Unique] Psionic/Unknown Power 158% Range: 1.4x Uses 10% Wil, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-8 eff.) Curse of Nightmares The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
hateful voratun longsword of amnesia (Nightmares) (154% power, 6 apr) hateful voratun longsword of amnesia (Nightmares) (154% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Psionic Power 155% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 darkness Against +19% Living On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Curse of Nightmares Sharp, long, and deadly. |
Nithan's Force (Nightmares) Nithan's Force (Nightmares)4.0 T5 sling 1H weapon Reqs Shoot [Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Curse of Nightmares Bull Shot: Level 5.2 Pwr.cost 16 out of 16/16. Range melee/personal Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 222% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
swiftstrike drakeskin leather sling (Shrouds) swiftstrike drakeskin leather sling (Shrouds)4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +7 Cun dps ---------- Phys.spd +10% Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+6 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
earthen dragonbone starstaff of might (Misfortune) (136% power, 6 apr, physical element) earthen dragonbone starstaff of might (Misfortune) (136% power, 6 apr, physical element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Spell.pwr +15 (+2 eff.) Dmg.mod +30% physical ----- def ----- Armour +12 Hardiness +12% Phys.save +12 (+4 eff.) ---------- misc Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
imbued elven-wood starstaff (Misfortune) (129% power, 5 apr, physical element) imbued elven-wood starstaff (Misfortune) (129% power, 5 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% physical ---------- misc Talents +1 Command Staff On Spell Hit: 10% Temporal Bolt 5 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
short dragonbone magestaff of illumination (Madness) (136% power, 6 apr, arcane element) short dragonbone magestaff of illumination (Madness) (136% power, 6 apr, arcane element)5.0 T5 staff 1H weapon Reqs Mag 48 [Ego] Nature/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% arcane ----- def ----- Defense +14 (+4 eff.) ---------- misc Light +5 Talents +1 Command Staff Curse of Madness Illuminate: Puts all charms on 6 cooldown Level 2.6 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 71.20 light damage. Staves designed for wielders of magic, by the greats of the art. |
truestriking orichalcum trident of massacre (Nightmares) (185% power, 16 apr) truestriking orichalcum trident of massacre (Nightmares) (185% power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego+] Master Power 186% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +21% physical Acc +33 (+11 eff.) Apr +14 Curse of Nightmares A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental voratun waraxe of daylight (Corpses) (150% power, 6 apr) elemental voratun waraxe of daylight (Corpses) (150% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +13 light Against +20% Undead On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +24% cold Res.pen +29% cold Curse of Corpses One-handed war axes. |
voratun waraxe 'Dimquick' (Misfortune) (150% power, 6 apr) voratun waraxe 'Dimquick' (Misfortune) (150% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Rare] Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 darkness +16 mind On Crit.r2 +27 darkness +20 fire While equipped: Stats +7 Wil dps ---------- Crit.mult +27.20% Dmg.mod +12% mind +21% fire Acc +13 (+5 eff.) On Hit (Melee): * 27% chance to reduce all saves and defense by 46 ----- def ----- Defense +14 (+4 eff.) Disarm- +42% ---------- misc Hate/m.crit +6.80 Max.psi +68.01 Curse of Misfortune One-handed war axes. |
Kindletrencher the drakeskin leather belt (Misfortune) Kindletrencher the drakeskin leather belt (Misfortune)1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +8 Cun +12 Con +10 Lck dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +9% fire ----- def ----- Resists +10% acid +9% darkness +16% fire +10% cold +10% lightning Crit.dmg- 15.00% Mind.save +15 (+3 eff.) Stealth +12 ---------- misc T.Disarm +30 Infravis +6 See.Invis +6 Curse of Misfortune A belt that goes around your waist. |
blurring drakeskin leather belt of burglary (Nightmares) blurring drakeskin leather belt of burglary (Nightmares)1.0 T5 belt armor [Ego+] Master While equipped: Stats +6 Dex +5 Cun +10 Lck ----- def ----- Defense +23 (+6 eff.) Stealth +30 ---------- misc T.Disarm +23 Infravis +6 Curse of Nightmares A belt that goes around your waist. |
drakeskin leather belt (Nightmares) drakeskin leather belt (Nightmares)1.0 T5 belt armor [Normal] Curse of Nightmares A belt that goes around your waist. |
Radiance (Corpses) (15 def, 0 armour) Radiance (Corpses) (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+2 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+4 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial Curse of Corpses This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
elven-silk cloak 'Prismtrencher' (Nightmares) (3 def, 0 armour) elven-silk cloak 'Prismtrencher' (Nightmares) (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Str +5 Cun dps ---------- Phys.crit +5.0% Crit.mult +27.20% Phys.pwr +5 (+2 eff.) Dmg.mod +12% cold Res.pen +20% light ----- def ----- Defense +3 (+1 eff.) Fatigue -7% Resists +33% cold Mind.save +24 (+6 eff.) ---------- misc Max.psi +50.00 Light +4 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's elven-silk cloak of Iron Throne (Madness) (3 def, 0 armour) murderer's elven-silk cloak of Iron Throne (Madness) (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Master While equipped: Stats +4 Str +6 Dex +6 Cun +4 Con dps ---------- Acc +10 (+4 eff.) Apr +10 ----- def ----- Defense +3 (+1 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick elven-silk cloak of protection (Nightmares) (3 def, 13 armour) thick elven-silk cloak of protection (Nightmares) (3 def, 13 armour)2.0 T5 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +13 Defense +3 (+1 eff.) Resists +30% cold Spell.save +14 (+5 eff.) Mind.save +14 (+3 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of power (Nightmares) (0 def, 0 armour) cashmere robe of power (Nightmares) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +16 (+2 eff.) Dmg.mod +11% all ----- def ----- Resists +11% all Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of corrosion (+14%) (Madness) (0 def, 0 armour) stormwoven elven-silk robe of corrosion (+14%) (Madness) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +8 Str +8 Mag +7 Wil dps ---------- Dmg.mod +18% lightning +24% physical +30% acid +30% cold ----- def ----- Resists +14% lightning +14% cold +45% acid +15% all Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of fire (+40%) (Misfortune) (0 def, 0 armour) verdant elven-silk robe of fire (+40%) (Misfortune) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +10 Con dps ---------- Dmg.mod +24% nature +27% fire ----- def ----- Resists +15% all +40% fire Poison- +45% Disease- +50% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Smearsever the pair of drakeskin leather boots (Misfortune) (0 def, 5 armour) Smearsever the pair of drakeskin leather boots (Misfortune) (0 def, 5 armour)2.0 T5 feet armor [Rare] Arcane While equipped: Stats +10 Str +8 Mag +17 Con dps ---------- Phys.pwr +35 (+12 eff.) Spell.pwr +9 (+1 eff.) Dmg.mod +31% acid +15% physical +10% blight Acc +20 (+7 eff.) On Hit (Melee): * 27% chance to slow global speed by 75% ----- def ----- Armour +5 Resists +5% physical Disease- +38% Curse of Misfortune A pair of boots made of leather. |
stealthy pair of drakeskin leather boots of tirelessness (Nightmares) (0 def, 5 armour) stealthy pair of drakeskin leather boots of tirelessness (Nightmares) (0 def, 5 armour)2.0 T5 feet armor [Ego] Master While equipped: Stats +14 Lck +7 Dex ----- def ----- Armour +5 Stealth +15 ---------- misc Stam/turn +1.30 Max.stam +40.00 Curse of Nightmares A pair of boots made of leather. |
undeterred pair of voratun boots of phasing (Nightmares) (0 def, 5 armour) undeterred pair of voratun boots of phasing (Nightmares) (0 def, 5 armour)3.0 T5 feet armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil ----- def ----- Armour +5 Fatigue +4% Silence- +50% Confus- +50% Stun/Frz- +45% Curse of Nightmares Blink to a nearby random location (rad 12) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cyreriana (Shrouds) (0 def, 3 armour) Cyreriana (Shrouds) (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Dex +6 Mag ----- def ----- Armour +3 Fatigue +3% Resists +11% lightning +10% temporal +6% cold +2% physical Phys.save +6 (+2 eff.) Max.HP +100.00 Pinning- +20% Teleport- +20% Curse of Shrouds A cap made of leather. |
Cystglean the voratun helm (Misfortune) (40 def, 5 armour) Cystglean the voratun helm (Misfortune) (40 def, 5 armour)3.0 T5 head armor [Rare] Master While equipped: Stats +14 Str +8 Con dps ---------- Phys.crit +4.0% Phys.pwr +35 (+12 eff.) Res.pen +20% nature Acc +35 (+12 eff.) Melee Ret 12 fire On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 7 ----- def ----- Armour +5 Defense +40 (+10 eff.) Fatigue +5% Resists +4% physical ---------- misc Max.stam +40.80 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scorchtooth the elven-silk wizard hat (Misfortune) (3 def, 0 armour) Scorchtooth the elven-silk wizard hat (Misfortune) (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.crit +6% Crit.mult +5.00% Mind.pwr +14 (+3 eff.) Dmg.mod +16% physical +20% darkness +15% fire Melee Ret 4 fire ----- def ----- Defense +3 (+1 eff.) Resists +14% lightning +13% temporal +20% darkness +18% physical ---------- misc Equi/ret +0.04 Max.hate +14.00 Max.psi +30.00 Curse of Misfortune A pointy cloth hat, very wizardly... |
Tarrenik the Festerlash (Corpses) (0 def, 3 armour) =water= Tarrenik the Festerlash (Corpses) (0 def, 3 armour) =water=3.0 T1 head armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Crit.mult +5.00% Dmg.mod +3% mind Res.pen +5% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 46 ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Psi/ret +0.08 Breathe water Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aegis elven-silk wizard hat of the Brotherhood (Misfortune) (3 def, 0 armour) aegis elven-silk wizard hat of the Brotherhood (Misfortune) (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane While equipped: Stats +8 Mag +9 Con dps ---------- Dmg.mod +17% arcane ----- def ----- Defense +3 (+1 eff.) Shield.pwr +11% HP.reg +5.10 Curse of Misfortune Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
clarifying elven-silk wizard hat of the Brotherhood (Nightmares) (3 def, 0 armour) clarifying elven-silk wizard hat of the Brotherhood (Nightmares) (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane/Psionic While equipped: Stats +10 Mag +9 Cun +9 Con dps ---------- Dmg.mod +20% arcane ----- def ----- Defense +3 (+1 eff.) Mind.save +15 (+3 eff.) Curse of Nightmares Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
elven-silk wizard hat of the Brotherhood (Nightmares) (3 def, 0 armour) elven-silk wizard hat of the Brotherhood (Nightmares) (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: Stats +10 Mag +10 Con dps ---------- Dmg.mod +16% arcane ----- def ----- Defense +3 (+1 eff.) Curse of Nightmares Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
warlord's voratun helm of dexterity (+7) (Misfortune) (0 def, 5 armour) warlord's voratun helm of dexterity (+7) (Misfortune) (0 def, 5 armour)3.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +7 Str +10 Dex +7 Wil dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +14% physical Phys.save +15 (+5 eff.) Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fortifying stralite mail armour of cold resistance (Misfortune) (4 def, 8 armour) fortifying stralite mail armour of cold resistance (Misfortune) (4 def, 8 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +27% cold Max.HP +86.00 Curse of Misfortune A suit of armour made of mail. |
fortifying voratun mail armour of command (Misfortune) (20 def, 20 armour) fortifying voratun mail armour of command (Misfortune) (20 def, 20 armour)14.0 T5 heavy armor Reqs - Heavy armour training Str 48 [Ego++] Master/Psionic While equipped: Stats +7 Str +4 Cun +7 Con ----- def ----- Armour +20 Defense +20 (+5 eff.) Fatigue +12% Mind.save +16 (+4 eff.) Max.HP +81.00 Curse of Misfortune A suit of armour made of mail. |
radiant drakeskin leather armour of natural resilience (Madness) (20 def, 8 armour) radiant drakeskin leather armour of natural resilience (Madness) (20 def, 8 armour)9.0 T5 light armor [Ego++] Nature/Disrupt While equipped: Stats +5 Wil ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +50% blight +20% nature +27% darkness D.Red.from +14% Unnatural ---------- misc Light +2 Curse of Madness A suit of armour made of leather. |
voratun plate armour 'Nimbussun' (Misfortune) (0 def, 24 armour) voratun plate armour 'Nimbussun' (Misfortune) (0 def, 24 armour)17.0 T5 massive armor Reqs - Massive armour training Str 60 [Rare] Master While equipped: Stats +6 Wil +3 Mag dps ---------- Dmg.mod +27% mind Res.pen +34% lightning ----- def ----- Armour +24 Fatigue +22% Resists +21% lightning +27% acid Crit.dmg- 20.40% Mind.save +12 (+3 eff.) Confus- +27% Knockbk- +27% Curse of Misfortune A suit of armour made of metal plates. |
voratun plate armour of the dragon (Corpses) (0 def, 16 armour) voratun plate armour of the dragon (Corpses) (0 def, 16 armour)17.0 T5 massive armor Reqs - Massive armour training Str 60 [Ego+] Nature While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +15% acid +15% physical +15% cold +13% lightning +14% fire Disarm- +40% Stun/Frz- +39% Knockbk- +40% ---------- misc Cooldown Rush -5 Curse of Corpses A suit of armour made of metal plates. |
living voratun shield of winter (Nightmares) (0 def, 10 armour, 185.5 block) living voratun shield of winter (Nightmares) (0 def, 10 armour, 185.5 block)7.0 T5 shield armor Reqs - Shield usage training Str 48 [Ego++] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil dps ---------- On shield block: * Deals 275 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +17% blight +20% cold +20% nature Max.HP +95.00 ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
voratun shield of crushing (Shrouds) (0 def, 10 armour, 211.5 block) voratun shield of crushing (Shrouds) (0 def, 10 armour, 211.5 block)7.0 T5 shield armor Reqs - Shield usage training Str 48 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +15 (+5 eff.) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Curse of Shrouds Handheld deflection devices. |
3 agate 3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1074 alchemist agate 1074 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. |
5 onyx 5 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. |
5 aquamarine 5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 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. |
4 sapphire 4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Aerikira the Phoenixmistress (dig speed 22 turns) Aerikira the Phoenixmistress (dig speed 22 turns)3.0 T5 digger tool [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +9% nature +21% fire Res.pen +30% fire ----- def ----- Armour +14 Resists +12% acid +7% physical +12% blight +24% cold +27% nature +7% arcane Crit.dmg- 20.00% Spell.save +9 (+3 eff.) Disease- +27% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
voratun pickaxe 'Emadhenor' (dig speed 19 turns) voratun pickaxe 'Emadhenor' (dig speed 19 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +17 Str +5 Mag +8 Wil dps ---------- Phys.crit +13.0% Spell.crit +9% Mind.crit +15% On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 7 * 21% chance to reduce armor by 17% ----- def ----- Fatigue -10% Resists +6% acid ---------- misc Psi/ret +0.12 Max.mana +53.00 Max.psi +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 emerald 6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of Revelation Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eye of the Dreaming One 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 3.9 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 23 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. |
Crystal Focus 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. |
Telos's Staff Crystal Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Demonic Orb of Many Ways Demonic 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye 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. |
69 alchemist bloodstone 69 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
11 bloodstone 11 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 garnet 8 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. |
3 ruby 3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
inquisitor's pouch of voratun shots of wind (23/23, 162% power, 6 apr) inquisitor's pouch of voratun shots of wind (23/23, 162% power, 6 apr)3.0 T5 shot ammo [Ego+] Nature/Disrupt Power 163% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 23 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage On Crit: * Deals 137 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
Blinddash the steel torque of mindblast [power 175] (15 cooldown) Blinddash the steel torque of mindblast [power 175] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Con dps ---------- Crit.mult +10.00% Phys.pwr +20 (+7 eff.) Dmg.mod +12% light ----- def ----- Defense +30 (+8 eff.) ---------- misc Light +3 Blast the opponent's mind dealing 338 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
extending voratun torque of clear mind [power 4] (25 cooldown) extending voratun torque of clear mind [power 4] (25 cooldown)2.0 T5 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
piercing voratun torque of gale force [power 450] (15 cooldown) piercing voratun torque of gale force [power 450] (15 cooldown)2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking enemies back 14 spaces and dealing 729 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Hathesadil the ash totem of thorny skin [power 31] (20 cooldown) Hathesadil the ash totem of thorny skin [power 31] (20 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +6% mind +3% temporal ---------- misc Max.hate +6.00 Harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to reduce fatigue by 20% for 2 turns. 100% to gain a 13% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem 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 75% ----- 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. |
dragonbone totem of stinging 'Tidemistress' [power 530] (15 cooldown) dragonbone totem of stinging 'Tidemistress' [power 530] (15 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Mind.pwr +30 (+6 eff.) Dmg.mod +21% mind +9% cold Res.pen +25% cold ----- def ----- Resists +15% nature +12% blight Crit.dmg- 20.40% Disarm- +27% ---------- misc Mana/turn +0.24 Max.hate +12.00 Sting an enemy dealing 906 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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. |
innervating dragonbone wand of clairvoyance [power 16] (15 cooldown) innervating dragonbone wand of clairvoyance [power 16] (15 cooldown)2.0 T5 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 16, power 55 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 49% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star 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. |
Pearl of Life and Death Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
9 diamond 9 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone 8 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 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. |
7 amber 7 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. |
4 ametrine 4 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. |
5 citrine 5 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. |
4 zircon 4 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Pyros the Cornac Doomed level 37
56th Pyre 123rd year of Ascendancy at 11:15 see stats
By Pyros the Cornac Doomed level 27
76th Haze 122nd year of Ascendancy at 01:44 see stats
By Pyros the Cornac Doomed level 37
54th Pyre 123rd year of Ascendancy at 17:46 see stats
By Pyros the Cornac Doomed level 30
64th Regrowth 123rd year of Ascendancy at 05:55 see stats
By Pyros the Cornac Doomed level 47
37th Dusk 123rd year of Ascendancy at 07:53 see stats
By Pyros the Cornac Doomed level 40
69th Pyre 123rd year of Ascendancy at 11:39 see stats
By Pyros the Cornac Doomed level 21
40th Haze 122nd year of Ascendancy at 15:30 see stats
By Pyros the Cornac Doomed level 9
6th Flare 122nd year of Ascendancy at 05:24 see stats
By Pyros the Cornac Doomed level 39
65th Pyre 123rd year of Ascendancy at 14:54 see stats
By Pyros the Cornac Doomed level 35
22nd Pyre 123rd year of Ascendancy at 13:36 see stats
By Pyros the Cornac Doomed level 50
4th Decay 123rd year of Ascendancy at 05:27 see stats
By Pyros the Cornac Doomed level 23
43rd Haze 122nd year of Ascendancy at 00:49 see stats
By Pyros the Cornac Doomed level 31
8th Pyre 123rd year of Ascendancy at 17:21 see stats
By Pyros the Cornac Doomed level 50
50th Haze 123rd year of Ascendancy at 13:21 see stats
By Pyros the Cornac Doomed level 50
68th Haze 123rd year of Ascendancy at 16:15 see stats
By Pyros the Cornac Doomed level 24
46th Haze 122nd year of Ascendancy at 16:57 see stats
By Pyros the Cornac Doomed level 10
1st Dusk 122nd year of Ascendancy at 07:09 see stats
By Pyros the Cornac Doomed level 20
37th Haze 122nd year of Ascendancy at 15:57 see stats
By Pyros the Cornac Doomed level 30
51st Regrowth 123rd year of Ascendancy at 01:33 see stats
By Pyros the Cornac Doomed level 40
65th Pyre 123rd year of Ascendancy at 20:27 see stats
By Pyros the Cornac Doomed level 50
64th Dusk 123rd year of Ascendancy at 07:13 see stats
By Pyros the Cornac Doomed level 50
48th Haze 123rd year of Ascendancy at 04:30 see stats
By Pyros the Cornac Doomed level 27
28th Regrowth 123rd year of Ascendancy at 04:43 see stats
By Pyros the Cornac Doomed level 50
68th Dusk 123rd year of Ascendancy at 13:29 see stats
By Pyros the Cornac Doomed level 47
50th Dusk 123rd year of Ascendancy at 15:35 see stats
By Pyros the Cornac Doomed level 30
77th Regrowth 123rd year of Ascendancy at 23:25 see stats
By Pyros the Cornac Doomed level 39
65th Pyre 123rd year of Ascendancy at 20:25 see stats
By Pyros the Cornac Doomed level 50
4th Decay 123rd year of Ascendancy at 05:25 see stats
By Pyros the Cornac Doomed level 27
76th Haze 122nd year of Ascendancy at 01:44 see stats
By Pyros the Cornac Doomed level 6
78th Pyre 122nd year of Ascendancy at 21:05 see stats
By Pyros the Cornac Doomed level 27
76th Haze 122nd year of Ascendancy at 01:44 see stats
By Pyros the Cornac Doomed level 30
78th Regrowth 123rd year of Ascendancy at 11:16 see stats
By Pyros the Cornac Doomed level 50
4th Decay 123rd year of Ascendancy at 05:27 see stats
By Pyros the Cornac Doomed level 50
66th Dusk 123rd year of Ascendancy at 13:33 see stats
By Pyros the Cornac Doomed level 13
41st Dusk 122nd year of Ascendancy at 07:41 see stats
By Pyros the Cornac Doomed level 42
3rd Summertide 123rd year of Ascendancy at 16:16 see stats
By Pyros the Cornac Doomed level 26
57th Haze 122nd year of Ascendancy at 04:33 see stats
By Pyros the Cornac Doomed level 18
26th Haze 122nd year of Ascendancy at 05:50 see stats
By Pyros the Cornac Doomed level 36
53rd Pyre 123rd year of Ascendancy at 21:21 see stats
Log
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Ran for 13 turns (stop reason: interesting terrain).
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Pyros deactivates Shadows Empathy.
Pyros deactivates Psiblades.
Pyros deactivates Call Shadows.
Pyros deactivates Mental Tyranny.
Pyros deactivates Gesture of Pain.
Pyros deactivates Deflection.
Pyros deactivates Shadow Decoy.
Pyros deactivates Antimagic Shield.