








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! Danger Alert 1.7.6Add a display of estimated threats in monster's tooltip. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 50 / 2209% |
| Size | medium |
| Lifes / Deaths | Killed by Weirdling Beast at level 20 on the 52nd Regrowth 123rd year of Ascendancy at 17:02 0 / 9Killed by Isligatira the awoken tentacle tree at level 30 on the 64th Pyre 123rd year of Ascendancy at 07:33 Killed by overpowered greater multi-hued wyrm at level 37 on the 73rd Haze 123rd year of Ascendancy at 15:17 Killed by Vor, Grand Geomancer of the Pride at level 40 on the 78th Haze 123rd year of Ascendancy at 15:39 Killed by Doomed Shade of Ash at level 43 on the 45th Regrowth 124th year of Ascendancy at 14:46 Killed by Rak'shor, Grand Necromancer of the Pride at level 49 on the 53rd Haze 124th year of Ascendancy at 19:01 Killed by Argoniel at level 50 on the 18th Regrowth 125th year of Ascendancy at 14:46 Killed by The One That Hunts at level 50 on the 18th Regrowth 125th year of Ascendancy at 18:23 Killed by The One That Hunts at level 50 on the 18th Regrowth 125th year of Ascendancy at 18:43 |
Primary Stats
| Strength | 49 (base 10) |
| Dexterity | 70 (base 18) |
| Constitution | 45 (base 35) |
| Magic | 154 (base 60) |
| Willpower | 113 (base 60) |
| Cunning | 99 (base 49) |
Resources
| Life | -51/969 |
| Mana | 853/1073 |
| Vim | 296/296 |
| Healing Factor | 1.2511689881046 |
| Regeneration | 0.31279224702615 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 19 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 42 |
| Crit Chance | 38% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 85 |
| Crit Chance | 66% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +35% |
| Blight | +33% |
| Arcane | +35% |
| Cold | +60% |
| All | +10% |
| Darkness | +25% |
| Physical | +22% |
| Mind | +20% |
| Fire | +75% |
| Lightning | +145% |
Offense: Damage Penetration
| Lightning | +65% |
| Physical | +40% |
| Fire | +50% |
| Arcane | +50% |
| Cold | +50% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 26 (35.65183292883%) |
| Defense | 81 |
| Ranged Defense | 81 |
| Fatigue | 3 |
| Physical Save | 26 |
| Spell Save | 55 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Lightning | + 52%( 70%) |
| Cold | + 35%( 70%) |
| Physical | + 22%( 70%) |
| Fire | + 35%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Bleed Resistance | 100% |
| Confusion Resistance | 28% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 32% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 870 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 161 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1373% for 10 turns (104 total) and instantly restoring 69 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 4 light, 4 blight, 4 cold, 3 nature |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 4/5 |
| Spell / Thaumaturgy | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.40 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.40 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 4/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Cultist. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
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 fire 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 |
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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1873. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. 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. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Scorched Boots (4 def, 4 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+3 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+0 eff.) Fatigue +8% Poison Storm: Level 3.0 Pwr.cost 30 out of 12/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 35.73 blight damage and is poisoned for 142.91 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
| Light source | watchleader's dwarven lantern of health1.0 T5 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +53.00 Blind- +32% Confus- +28% ---------- misc Light +9 See.Stealth +19 See.Invis +10 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+4 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
| Tool | The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Ethereal Form You have set the ring to grant you Ethereal Form! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| Around waist | spiritwalker's hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +11 Mag +6 Wil dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.26 Max.mana +40.00 A belt that goes around your waist. |
| In main hand | imbued dragonbone magestaff of the prodigy (136% power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +17 Mag +15 Wil +10 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) S.pwr/crit +8 Dmg.mod +30% lightning ---------- misc Talents +1 Command Staff On Spell Hit: 10% Sun Ray 2 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Earthquake: Level 6.0 Pwr.cost 30 out of 13/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 109.56 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
| Main armor | The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. This object's appearance was changed to spellwoven Robe of the Worm of time (+7%). |
| Cloak | spellcowled elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil ----- def ----- Defense +3 (+0 eff.) Spell.save +11 (+3 eff.) ---------- misc Max.mana +75.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +5 Str +13 Dex +5 Mag +5 Wil +13 Cun +5 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Mov.spd +15% Dmg.mod +20% lightning +10% all ----- def ----- Ignore.dmg +8% Affinity +20% lightning Amulets make your neck look great! |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature 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 nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 96.30 physical damage and 173.65 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (602.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 662.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 308 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Limmir's Amulet of the Moon0.1 T3 amulet jewelry [Unique] While equipped: dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all ----- def ----- Armour +5 Defense +6 (+1 eff.) Resists +5% all Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Amulets make your neck look great! |
Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
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. |
copper Prothotipe's Prismatic Eye ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Mag +5 Con dps ---------- Dmg.mod +10% lightning +10% fire +10% cold Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +9 (+1 eff.) ---------- misc Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 135% 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 make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Harileg0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Mag dps ---------- Crit.mult +5.00% Spell.pwr +5 (+1 eff.) Dmg.mod +12% mind ----- def ----- Spell.save +9 (+3 eff.) HP.reg +3.00 Stun/Frz- +35% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
gold ring 'Anigar'0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +4 Wil +9 Cun +4 Con dps ---------- Dmg.mod +16% nature Acc +11 (+4 eff.) ----- def ----- Armour +4 Resists +32% nature Spell.save +16 (+5 eff.) Mind.save +3 (+1 eff.) ---------- misc Max.stam +19.00 Max.psi +20.00 Rings make your fingers look great! |
sneakthief's gold ring of life0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Max.HP +60.00 HP.reg +13.00 Heal.mod +13% Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
solipsist's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +7 Mag +7 Wil +5 Cun dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 15 light Ranged+ 14 light Dmg.mod +12% light Rings make your fingers look great! |
Infernozeal0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Str +1 Dex +8 Mag +5 Cun dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +16% cold Res.pen +25% fire ----- def ----- Resists +32% cold Phys.save +11 (+6 eff.) Spell.save +14 (+4 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 5.2 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 342.13 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
conjurer's voratun ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +8 Wil dps ---------- Spell.pwr +7 (+1 eff.) Rings make your fingers look great! |
conjurer's voratun ring of power0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +20 (+4 eff.) Mind.pwr +8 (+2 eff.) Rings make your fingers look great! |
Plague-Fire Sceptre (127% power, 4 apr, physical element)5.0 T3 staff 1H weapon [Unique] Arcane Power 127% Range: 1.2x Uses 125% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+5 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Icereaper (136% power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +21 (+4 eff.) S.pwr/crit +8 Dmg.mod +30% lightning +45% cold +30% arcane +30% fire Res.pen +5% cold Melee Ret 2 cold ----- def ----- Armour +10 Defense +11 (+2 eff.) Resists +6% nature +15% cold ---------- misc Wards +3 lightning +3 cold +3 arcane +3 fire Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Torestir' (136% power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +39 (+8 eff.) S.pwr/crit +5 Dmg.mod +30% lightning +6% temporal Res.pen +15% temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Phys.save +11 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +11 (+3 eff.) ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 64.46 to 77.35 lightning damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Staff of Destruction. |
infernal dragonbone starstaff (136% power, 6 apr, light element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +32.00% Spell.pwr +23 (+5 eff.) Melee+ 34 fire Dmg.mod +30% light ---------- misc See.Invis +16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Spectral Blade (130% power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 131% Range: 1.6x Uses 10% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Anmalice (158% power, 20 apr)3.0 T4 longsword 1H weapon [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 (-13 eff.) 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. This item has been sent to the Item's Vault. |
Rainbrand the steel mace (124% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Nature/Disrupt/Master Power 124% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 16 arcane resource burn While equipped: Stats +7 Con +7 Wil ----- def ----- Resists +3% temporal +3% cold +5% arcane +9% darkness Max.HP +18.00 Blunt and deadly. |
warbringer's voratun mace of evisceration (156% power, 6 apr)3.0 T5 mace 1H weapon [Ego++] Master Power 157% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Con dps ---------- Phys.crit +8.0% Phys.pwr +24 (+10 eff.) Res.pen +15% physical ----- def ----- Disarm- +27% Blunt and deadly. |
steel waraxe 'Velyrin' (100% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 100% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 light Against +9% Undead On Hit.r1 +9 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Mag +2 Cun +2 Con dps ---------- Phys.crit +8.0% Dmg.mod +6% arcane ----- def ----- Crit.chn- 15.00% One-handed war axes. This item has been sent to the Item's Vault. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 212.49 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Baleldir the dwarven-steel dagger (116% power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Nature/Psionic Power 116% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness Against +10% Living On Crit.r2 +12 temporal On Hit: * Create an explosion dealing 132 fire damage (1/turn) While equipped: Stats +11 Con +8 Wil dps ---------- Spell.crit +2% Crit.mult +5.00% Dmg.mod +9% temporal +6% fire Res.pen +11% fire ----- def ----- Max.HP +16.00 ---------- misc Max.vim +10.00 Sharp, short and deadly. |
hateful voratun dagger of erosion (147% power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Nature/Psionic Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 nature +17 darkness Against +11% Living Sharp, short and deadly. |
Seeds of the Black Tree (115% power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 115% Range: 1.1x Uses 40% Wil, 30% Mag Dmg Darkness Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Void Quiver (0/0, 156% power, 120 apr)3.0 T5 arrow ammo [Unique] Arcane Power 156% Range: 1.4x Uses 70% Dex, 40% Mag, 50% Str Dmg Void Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Wind Worn Shot (25/25, 148% power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 149% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
The Black Wall (12 def, 9 armour, 200 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+2 eff.) Rng.Def +15 (+3 eff.) Fatigue +28% Resists +2% all ---------- misc Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
spellwoven Robe of the Worm of time (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +11% temporal ----- def ----- Resists +7% all +11% temporal Spell.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betevena the Airstreak (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +3% lightning +13% temporal +16% darkness Res.pen +15% lightning Melee Ret 4 light ----- def ----- Resists +13% temporal +24% darkness +9% all Mind.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+3 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+5 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+1 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Beladama (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +2 Mag +10 Con dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +23% lightning +9% temporal +28% nature Res.pen +28% temporal ----- def ----- Resists +34% lightning +17% darkness +18% mind +15% all Phys.save +17 (+9 eff.) Spell.save +23 (+7 eff.) Mind.save +37 (+12 eff.) Poison- +50% Disease- +47% ---------- misc Vim/s.crit +2.00 Max.vim +40.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +30 (+6 eff.) ----- def ----- Defense +6 (+1 eff.) Resists +15% all Spell.save +25 (+7 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
Hetterab the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +4% Mind.crit +3% Spell.pwr +6 (+1 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +3% acid +19% temporal +15% cold +18% mind +7% arcane Res.pen +17% mind +10% arcane Melee Ret 6 acid 2 arcane ----- def ----- Resists +6% acid +22% cold +15% all ---------- misc Psi/turn +0.67 Max.mana +49.00 Max.psi +17.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cuirass of the Dark Lord (0 def, 30 armour)17.0 T5 massive armor Reqs Massive armour training Str 52 [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+5 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+8 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 124.44 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 25 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Toregorn the Cinderspitter1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +5% lightning +15% darkness ----- def ----- Resists +12% fire +5% cold A belt that goes around your waist. |
Xanalralle the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Armour +2 Resists +15% acid +3% mind HP.reg +0.90 Heal.mod +11% Silence- +10% A belt that goes around your waist. |
monstrous hardened leather belt of the giants1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +11 (+6 eff.) ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+2 eff.) ---------- misc Size +2 A belt that goes around your waist. |
reinforced hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +7 Mag +5 Wil dps ---------- Spell.crit +4% ----- def ----- Armour +7 Defense +11 (+2 eff.) Phys.save +14 (+7 eff.) A belt that goes around your waist. |
NOTE: this onespellcowled cashmere cloak of sorcery (2 def, 0 armour) 2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +2 (+0 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.mana +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Cloak of Deception. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
cashmere cloak 'Lisitha' (32 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil +8 Mag dps ---------- Spell.crit +2% ----- def ----- Defense +32 (+6 eff.) Resists +3% blight +6% fire Mind.save +8 (+2 eff.) Poison- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
spellcowled cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Wil +3 Mag ----- def ----- Defense +2 (+0 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Layuldabeth the pair of hardened leather boots (0 def, 11 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +10 Lck +5 Dex ----- def ----- Armour +11 Resists +9% mind Stealth +8 HP.reg +4.00 Heal.mod +10% Blind- +20% ---------- misc Hate/m.crit +3.00 See.Invis +6 A pair of boots made of leather. |
stealthy pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +5 Dex +3 Mag +2 Wil +10 Lck ----- def ----- Armour +3 Stealth +7 Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. This object's appearance was changed to Eden's Guile. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 320 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
eldritch pair of dwarven-steel boots of spellbinding (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +2% ----- def ----- Armour +4 Fatigue +3% ---------- misc Mana/turn +0.21 Max.mana +29.00 Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Mag +3 Wil +2 Cun +2 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +16 (+8 eff.) Mind.save +13 (+4 eff.) Blink to a nearby random location (rad 7) 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. |
Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+0 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 149 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Arida the Sepsisedge (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Melee Ret 8 nature ----- def ----- Armour +5 Fatigue +4% Resists +6% lightning +3% physical Crit.chn- 15.00% Phys.save +32 (+15 eff.) Spell.save +14 (+4 eff.) Mind.save +12 (+4 eff.) Max.HP +40.00 Heal.mod +20% Confus- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 129.90 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
spellstreaming drakeskin leather gloves of archery (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Spell.crit +7% Spell.pwr +9 (+2 eff.) Acc +7 (+2 eff.) Apr +5 ----- def ----- Armour +3 ---------- misc Mana/turn +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's voratun gauntlets of magic (+3) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +10 Mag +3 Wil dps ---------- Melee+ 6 acid 7 fire 4 cold 7 lightning Dmg.mod +9% arcane ----- def ----- Armour +3 Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
stabilizing linen wizard hat of frost (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+0 eff.) Resists +16% cold Phys.save +7 (+4 eff.) A pointy cloth hat, very wizardly... |
eldritch cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +7 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +1.20 Mana/ret +1.90 Max.mana +65.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
grounding cashmere wizard hat of lightning (+25%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +2 (+0 eff.) Resists +25% lightning +8% temporal A pointy cloth hat, very wizardly... |
shielding elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil +5 Cun dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Defense +3 (+0 eff.) Spell.save +9 (+3 eff.) A pointy cloth hat, very wizardly... |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+4 eff.) ----- def ----- Defense +8 (+1 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 22.80 mind and 23.75 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 21% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 20. Terrified: Deals 5.40 mind and 5.62 darkness damage per turn and increases cooldowns by 32%. Haunted: Causes the target to suffer 8.87 mind and 9.24 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+3 eff.) ----- def ----- Defense +8 (+1 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
catburglar's drakeskin leather cap of blood magic (0 def, 5 armour)2.0 T5 head armor [Ego++] Arcane/Master While equipped: Stats +7 Dex +6 Mag +5 Wil dps ---------- Spell.crit +3% Dmg.mod +12% blight +14% arcane ----- def ----- Armour +5 Fatigue +5% Resists +21% darkness ---------- misc Infravis +8 A cap made of leather. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 153.01 mind damage and cripples the target's higher mental functions, reducing cunning by 15 and confusing (33% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Helm of Knowledge (0 def, 12 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +10% arcane +15% light +15% mind HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
voratun helm 'Glowresolve' (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Str +3 Dex +3 Cun +6 Con dps ---------- Dmg.mod +3% light Res.pen +15% light Apr +6 On Hit (Melee): * 20% chance to slow global speed by 64% ----- def ----- Armour +5 Fatigue +5% ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 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. |
13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
10 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. |
10 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. |
16 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. |
17 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. |
15 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 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. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
9 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. |
5 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. |
10 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
23 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. |
8 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 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. |
21 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. |
15 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. |
20 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. |
15 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. |
10 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
23 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. |
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. |
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. |
217 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. |
55 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 792 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
alchemist's lamp 'Yvirassra'0.0 T3 lite [Random Unique] Arcane While equipped: Stats +3 Str +5 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +7% darkness Melee Ret 12 fire ----- def ----- Armour +2 Resists +5% fire +7% light +2% physical Affinity +5% darkness Phys.save +6 (+3 eff.) ---------- misc Light +6 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 278.18 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +5% blight +7% darkness ---------- misc Light +4 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 29 blight damage or heals 33 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Vilemoon0.0 T5 lite [Rare] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +17 (+3 eff.) Dmg.mod +9% arcane +6% nature Res.pen +15% arcane Melee Ret 6 arcane 4 nature ----- def ----- Resists +5% arcane +18% nature +6% mind ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.2 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 74.79 cold damage and 57.03 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 286.84 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 286.84 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Blazekiss the dwarven-steel pickaxe (dig speed 32 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str +3 Con dps ---------- Spell.crit +5% Dmg.mod +18% arcane +15% light Acc +15 (+5 eff.) Apr +5 Melee Ret 8 blight ----- def ----- Fatigue -6% ---------- misc Mana/turn +0.12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
crystalomancer's dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +3 Mag dps ---------- Spell.crit +7% ---------- misc Max.mana +25.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 6.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 109.56 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
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 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of 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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (0/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 897.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 5/25 This rod carved out of a giant spider fang continuously drips venom. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Blindthorn of the Blightspawn [power 392] (15 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +3% mind Res.pen +15% lightning On Melee Ret: * 22% chance to reduce strength, dexterity, and constitution by 36 * 31% chance to reduce damage dealt by 29% ----- def ----- Resists +9% lightning Mind.save +12 (+4 eff.) Sting an enemy dealing 431 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Mazilarab the ash wand of conjuration [power 185] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +7 Str +5 Mag +2 Con dps ---------- Crit.mult +15.00% Dmg.mod +6% mind Fire a magical bolt dealing 296 cold damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 279.40 temporal and 317.50 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Ash the Skeleton Archmage level 29
16th Pyre 123rd year of Ascendancy at 10:34 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ash the Skeleton Archmage level 45
28th Haze 124th year of Ascendancy at 08:38 see stats
Against all odds
Killed Ukruk in the ambush.By Ash the Skeleton Archmage level 28
14th Pyre 123rd year of Ascendancy at 18:51 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Ash the Skeleton Archmage level 30
64th Pyre 123rd year of Ascendancy at 18:40 see stats
Arachnophobia
Destroyed the spydric menace.By Ash the Skeleton Archmage level 34
39th Dusk 123rd year of Ascendancy at 01:20 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Ash the Skeleton Archmage level 35
73rd Haze 123rd year of Ascendancy at 13:29 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Ash the Skeleton Archmage level 45
55th Dusk 124th year of Ascendancy at 09:05 see stats
Brave new world
Went to the Far East and took part in the war.By Ash the Skeleton Archmage level 33
34th Dusk 123rd year of Ascendancy at 07:44 see stats
Bringer of Doom
Killed a Bringer of Doom.By Ash the Skeleton Archmage level 50
12nd Regrowth 125th year of Ascendancy at 02:00 see stats
Clone War
Destroyed your own Shade.By Ash the Skeleton Archmage level 43
45th Regrowth 124th year of Ascendancy at 17:41 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ash the Skeleton Archmage level 11
48th Dusk 122nd year of Ascendancy at 18:01 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Ash the Skeleton Archmage level 41
10th Regrowth 124th year of Ascendancy at 18:08 see stats
Destroyer of the creation
Killed Slasul.By Ash the Skeleton Archmage level 42
19th Regrowth 124th year of Ascendancy at 06:14 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Ash the Skeleton Archmage level 32
30th Dusk 123rd year of Ascendancy at 00:15 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Ash the Skeleton Archmage level 49
52nd Haze 124th year of Ascendancy at 12:02 see stats
Earth Master
Killed Harkor'Zun.By Ash the Skeleton Archmage level 17
32nd Regrowth 123rd year of Ascendancy at 16:33 see stats
Exterminator
Killed 1000 creatures.By Ash the Skeleton Archmage level 16
30th Regrowth 123rd year of Ascendancy at 15:35 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ash the Skeleton Archmage level 22
69th Regrowth 123rd year of Ascendancy at 02:10 see stats
Fear me not!
Survived the Fearscape!By Ash the Skeleton Archmage level 29
38th Pyre 123rd year of Ascendancy at 17:59 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Ash the Skeleton Archmage level 50
78th Haze 124th year of Ascendancy at 05:05 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Ash the Skeleton Archmage level 42
19th Regrowth 124th year of Ascendancy at 10:41 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Ash the Skeleton Archmage level 42
12nd Regrowth 124th year of Ascendancy at 15:47 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ash the Skeleton Archmage level 29
25th Pyre 123rd year of Ascendancy at 09:29 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Ash the Skeleton Archmage level 37
73rd Haze 123rd year of Ascendancy at 20:50 see stats
Level 10
Got a character to level 10.By Ash the Skeleton Archmage level 10
10th Mirth 122nd year of Ascendancy at 11:11 see stats
Level 20
Got a character to level 20.By Ash the Skeleton Archmage level 20
48th Regrowth 123rd year of Ascendancy at 12:19 see stats
Level 30
Got a character to level 30.By Ash the Skeleton Archmage level 30
46th Pyre 123rd year of Ascendancy at 04:50 see stats
Level 40
Got a character to level 40.By Ash the Skeleton Archmage level 40
78th Haze 123rd year of Ascendancy at 15:17 see stats
Level 50
Got a character to level 50.By Ash the Skeleton Archmage level 50
59th Haze 124th year of Ascendancy at 06:58 see stats
Orcrist
Killed the leaders of the Orc Pride.By Ash the Skeleton Archmage level 50
76th Haze 124th year of Ascendancy at 21:12 see stats
Size is everything
Did over 1500 damage in one attack.By Ash the Skeleton Archmage level 47
48th Haze 124th year of Ascendancy at 08:14 see stats
Size matters
Did over 600 damage in one attack.By Ash the Skeleton Archmage level 20
57th Regrowth 123rd year of Ascendancy at 12:04 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Ash the Skeleton Archmage level 33
30th Dusk 123rd year of Ascendancy at 04:10 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Ash the Skeleton Archmage level 45
75th Dusk 124th year of Ascendancy at 23:53 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Ash the Skeleton Archmage level 50
76th Haze 124th year of Ascendancy at 22:48 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Ash the Skeleton Archmage level 19
37th Regrowth 123rd year of Ascendancy at 07:45 see stats
The secret city
Discovered the truth about mages.By Ash the Skeleton Archmage level 10
18th Dusk 122nd year of Ascendancy at 18:42 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Ash the Skeleton Archmage level 43
73rd Regrowth 124th year of Ascendancy at 08:28 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Ash the Skeleton Archmage level 31
7th Flare 123rd year of Ascendancy at 10:46 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ash the Skeleton Archmage level 20
57th Regrowth 123rd year of Ascendancy at 11:54 see stats
Unstoppable
Returned from the dead.By Ash the Skeleton Archmage level 50
18th Regrowth 125th year of Ascendancy at 18:24 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Ash the Skeleton Archmage level 27
14th Pyre 123rd year of Ascendancy at 06:51 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Ash the Skeleton Archmage level 40
1st Decay 123rd year of Ascendancy at 10:52 see stats
Log
The One That Hunts is knocked back!
Ash's cold repulsion area effect hits Iceblock for 10 fire, 9 cold, 14 lightning, 8 arcane, 10 fire, 9 cold, 14 lightning, 8 arcane (79 total damage).
Ash's blight poison area effect hits Iceblock for 16 fire, 15 cold, 22 lightning, 12 arcane, 16 fire, 15 cold, 22 lightning, 12 arcane (126 total damage).
The One That Hunts casts Crumble.
The One That Hunts hits Ash for (123 to ice), 184 darkness (184 total damage).
Ash casts Illuminate.
Ash's spell attains critical power!
Ash's prismatic shield fades.
Talent Curse of Death is ready to use.
Talent Lightning is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Shivgoroth Form is ready to use.
Burning from Elandar hits Ash for (20 to ice), 29 fire (29 total damage).
Ash forces the iceblock to shatter.
Spydric Poison from Ash hits Iceblock for 51 fire, 71 lightning, 40 arcane (160 total damage).
Ash is free from the ice.
Elandar casts Starfall.
Elandar's spell attains critical power!
Ash is stunned!
The One That Hunts resists the darkness!
Elandar hits The One That Hunts for 0 darkness damage.
Elandar hits Ash for 191 darkness damage.
The One That Hunts is knocked back!
Ash's cold repulsion area effect hits The One That Hunts for 0 fire, 0 cold, 0 lightning, 0 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane (0 total damage).
Ash's blight poison area effect hits Xorn for 6 fire, 7 cold, 10 lightning, 6 arcane (29 total damage).
Ash's blight poison area effect hits The One That Hunts for 0 fire, 0 cold, 0 lightning, 0 arcane (0 total damage).
The One That Hunts casts Crumble.
The One That Hunts hits Ash for 374 darkness damage.
Ash the level 50 skeleton archmage was darkened to death by a The One That Hunts on level 11 of High Peak.

































































































































































































