Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Sun Paladin |
Level / Exp | 50 / 1833% |
Size | medium |
Lifes / Deaths | Killed by Gikira the multi-hued drake hatchling at level 37 on the 76th Pyre 123rd year of Ascendancy at 09:26 6 / 1 |
Primary Stats
Strength | 110 (base 60) |
Dexterity | 111 (base 64) |
Constitution | 16 (base 11) |
Magic | 175 (base 62) |
Willpower | 43 (base 10) |
Cunning | 111 (base 42) |
Resources
Life | 1422/1422 |
Positive | 117/117 |
Stamina | 330/330 |
Healing Factor | 1.2045771506546 |
Regeneration | 14.756070095519 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 46.750862345532 |
See Invisible | 66.750862345532 |
Offense: Mainhand
Damage | 164 |
Accuracy | 77 |
Crit Chance | 106% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 91 |
Crit Chance | 89% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Blight | +16% |
Arcane | +38% |
All | +7% |
Lightning | +16% |
Light | +172% |
Temporal | +20% |
Physical | +30% |
Fire | +7% |
Darkness | +42% |
Offense: Damage Penetration
Lightning | +45% |
Light | +72% |
Acid | +73% |
Blight | +116% |
Arcane | +40% |
Mind | +55% |
All | +25% |
Defense: Base
Armour (hardiness) | 32 (57.718496631565%) |
Defense | 103 |
Ranged Defense | 103 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 51 |
Mental Save | 48 |
Defense: Resistances
Acid | + 36%( 70%) |
Blight | + 34%( 70%) |
Arcane | + 46%( 70%) |
Cold | + 39%( 70%) |
All | + 28%( 70%) |
Lightning | + 43%( 70%) |
Light | + 80%( 80%) |
Physical | + 31%( 70%) |
Darkness | + 70%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 67% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 66 up to 8 times. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 130 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% 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: BlinkUse mode: Activated Range: 10 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Strength stat. |
Class Talents
Celestial / Guardian | 1.50 |
| 2/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Celestial / Sun | 1.50 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Celestial / Radiance | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Light | 1.50 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Searing Sight |
talent | Second Life |
talent | Shield of Light |
talent | Retribution |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have 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 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
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 lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Isloba the fire wyrm. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength 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 talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Horned Horror. * 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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2804. | 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, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+3 eff.) Damage +25% arcane defense ------ Defense +6 (+1 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 344 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 15 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Quiver | Quiver of the Sun (25/25, 34-48 power, 15 apr) Quiver of the Sun (25/25, 34-48 power, 15 apr)3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Light source | dwarven lantern 'Glowvein' dwarven lantern 'Glowvein'1.0 Encumbrance T5 lite [Rare] Nature While equipped: Stats +5 Cun +6 Wil offense ------ Physical Crit +6.0% Critical power +40.00% Physical Power +10 (+2 eff.) Mindpower +20 (+6 eff.) Damage +18% light Ignore resists +33% acid +30% mind +33% blight defense ------ Mind save +21 (+7 eff.) Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Max vim +65.76 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | elven-silk wizard hat 'Glintwreck' (3 def, 0 armour) elven-silk wizard hat 'Glintwreck' (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats +6 Mag +5 Wil +4 Cun offense ------ Spell Crit +5% Critical power +10.00% Spellpower +9 (+2 eff.) Mindpower +15 (+5 eff.) Damage +25% light +13% temporal +15% darkness +13% physical defense ------ Defense +3 (+1 eff.) other ------- Mana/turn +0.36 Psi when Hit +0.04 Max psi +10.00 Light +1 A pointy cloth hat, very wizardly... |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 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. |
Tool | Drorach the Galerain (dig speed 23 turns) Drorach the Galerain (dig speed 23 turns)3.0 Encumbrance T5 digger tool [Rare] Arcane While equipped: Stats +3 Str +15 Mag +4 Wil offense ------ Spell Crit +14% Critical power +26.15% Damage +9% lightning Ignore resists +20% lightning +33% blight When Hit 6 arcane 8 temporal defense ------ Resistance +21% lightning other ------- Mana/turn +0.12 Max mana +60.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Wheel of Fate Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +7 Dex +6 Mag +5 Wil +8 Cun offense ------ Spellpower +12 (+2 eff.) Accuracy +13 (+3 eff.) defense ------ Resistance +6% darkness +9% cold Spell save +6 (+2 eff.) Life +60.00 Life Regen +5.00 Healmod +15% Stun Resist +41% Can be unequipped or rerolled. 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? |
On fingers | voratun ring 'Zubeba' voratun ring 'Zubeba'0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Mag offense ------ On-Hit 29 light On-Ranged-Hit 34 light Damage +17% light Accuracy +14 (+4 eff.) Ignore Armor +13 defense ------ Defense +14 (+3 eff.) Resistance +3% acid +6% cold +9% blight Life +20.00 Life Regen +7.00 Stun Resist +38% Teleport Resist +20% Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 10/10. Range 7 Cooldown: 10 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 143% 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! |
Around neck | Vox Vox0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +9 (+2 eff.) Spell Speed +15% defense ------ Silence Resist +100% other ------- Max mana +50.00 Max vim +50.00 See Invisibility +20 No force can hope to silence the wearer of this amulet. |
In main hand | voratun waraxe 'Urthigoneg' (52-72 power, 6 apr) voratun waraxe 'Urthigoneg' (52-72 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Master Weapon Damage 51.5 - 72.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 37 On Critical: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Mag offense ------ Physical Crit +28.0% Critical power +30.00% Physical Power +13 (+3 eff.) Spellpower +10 (+2 eff.) Ignore resists +25% blight Ignore Armor +9 One-handed war axes. |
Around waist | Gleamspar the drakeskin leather belt Gleamspar the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +8 Wil +6 Mag offense ------ Physical Crit +5.0% Spell Crit +6% Critical power +13.00% Physical Power +6 (+1 eff.) defense ------ Defense +33 (+6 eff.) Resistance +4% physical Mind save +9 (+3 eff.) Stealth +14 Stun Resist +10% other ------- Light +1 A belt that goes around your waist. |
In off hand | Cuthendil (0 def, 19 armour, 68-82 power, 304 block) Cuthendil (0 def, 19 armour, 68-82 power, 304 block)7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 68.0 - 81.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +304 On-hit +20 blight +20 light +20 darkness On-Hit, radius 1 +8 arcane While equipped: Stats +10 Cun +9 Mag offense ------ Spell Crit +3% Damage +9% blight +19% light +20% darkness On shield block: * Cause enemies within radius 6 to bleed for 272 physical damage over 5 turns (1/turn) defense ------ Armor +19 Fatigue +8% Resistance +6% acid +16% light +19% darkness Spell save +9 (+3 eff.) other ------- Vim-on-crit +2.00 Talents +1 Block Handheld deflection devices. |
Cloak | Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ Spellpower +20 (+4 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+3 eff.) Resistance +30% light +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Main armor | Cyryldatha the elven-silk robe (8 def, 7 armour) Cyryldatha the elven-silk robe (8 def, 7 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Cun +8 Mag offense ------ Critical power +14.00% Damage +3% acid +6% arcane +51% light Ignore resists +15% arcane +15% acid When Hit 6 blight defense ------ Armor +7 Defense +8 (+2 eff.) Resistance +3% acid +14% darkness +57% light +15% all Life +68.00 other ------- Hate-on-crit +5.00 Psi-on-crit +3.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
blink rune of the duelist (range 8; phase 25; cd 13) blink rune of the duelist (range 8; phase 25; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 13 Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the duelist (range 8; phase 29; cd 17) blink rune of the duelist (range 8; phase 29; cd 17)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 17 Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the titan (range 5; phase 20; cd 11) blink rune of the titan (range 5; phase 20; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 11 Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Rune of Reflection (--) Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 975 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, lightning, fire, arcane, cold) Prismatic Rune (6 turns; acid, physical, lightning, fire, arcane, cold)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (87% 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, 3 physical, 4 lightning, 5 fire, 5 arcane, 4 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 209; dur 4; cd 21) biting gale rune (damage 209; dur 4; cd 21)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 208.65 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 63; cd 13) shatter afflictions rune (absorb 63; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 63 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 93; cd 13) shatter afflictions rune (absorb 93; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 93 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 137; cd 18) shatter afflictions rune of the warrior (absorb 137; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 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 137 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 257; cd 16) shatter afflictions rune of the wizard (absorb 257; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 257 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune (absorb 351; dur 5; cd 15) shielding rune (absorb 351; dur 5; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 351 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 383; dur 4; cd 18) shielding rune of the duelist (absorb 383; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 383 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 546; dur 6; cd 14) shielding rune of the duelist (absorb 546; dur 6; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 546 damage for 6 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 463; dur 5; cd 18) shielding rune of the duelist (absorb 463; dur 5; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 463 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 573; dur 4; cd 15) shielding rune of the duelist (absorb 573; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 573 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 383; dur 4; cd 14) shielding rune of the duelist (absorb 383; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 383 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 433; dur 4; cd 15) shielding rune of the psychic (absorb 433; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 433 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 506; dur 5; cd 15) shielding rune of the warrior (absorb 506; dur 5; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 506 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 761; dur 5; cd 15) shielding rune of the warrior (absorb 761; dur 5; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 761 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 678; dur 5; cd 16) shielding rune of the wizard (absorb 678; dur 5; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 678 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 47; blocks 3; dur 4; cd 16) stormshield rune (threshold 47; blocks 3; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 24; blocks 3; dur 4; cd 14) stormshield rune (threshold 24; blocks 3; dur 4; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 24 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 83; blocks 5; dur 4; cd 14) stormshield rune (threshold 83; blocks 5; dur 4; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 48; blocks 5; dur 4; cd 16) stormshield rune (threshold 48; blocks 5; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the duelist (threshold 20; blocks 8; dur 4; cd 16) stormshield rune of the duelist (threshold 20; blocks 8; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 20 up to 8 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Blizzardshine the voratun amulet Blizzardshine the voratun amulet0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +17 Dex +8 Wil +13 Cun +8 Con offense ------ Move Speed +10% Ignore resists +25% acid On-Hit (Melee): * 20% chance to reduce armor by 48% defense ------ Fatigue -6% Resistance +18% cold Life Regen +4.00 other ------- Stamina/turn +0.80 Amulets make your neck look great! |
Sleetbane Sleetbane0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Str +12 Dex +4 Con +20 Lck offense ------ Damage +9% cold Accuracy +32 (+7 eff.) defense ------ Armor +6 Defense +17 (+3 eff.) Resistance +1% physical Physical save +20 (+9 eff.) Resist unseen 20% Life +69.00 Life Regen +11.00 Silence Resist +20% Amulets make your neck look great! |
enraging voratun amulet of soulsearing enraging voratun amulet of soulsearing0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: offense ------ Critical power +20.00% Physical Power +10 (+2 eff.) Spellpower +11 (+2 eff.) Combat Speed +10% Damage +15% blight +9% physical +15% fire Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 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. |
Ring of the Dead Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the Hunter Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
stralite ring 'Brightenvy' stralite ring 'Brightenvy'0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: offense ------ Mind Crit +3% Critical power +20.00% Move Speed +22% Damage +12% light Ignore resists +15% light +25% mind Accuracy +9 (+3 eff.) defense ------ Defense +13 (+3 eff.) Resistance +20% light other ------- Hate-on-crit +5.05 Blinding Speed: Puts all charms on 24 turn cooldown Effective talent level: 2.0 Power cost 24 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
Ring of the War Master Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
sneakthief's voratun ring of life sneakthief's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +10 Cun +10 Dex offense ------ Accuracy +14 (+4 eff.) defense ------ Life +100.00 Life Regen +18.00 Healmod +18% Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, cold element) Awakened Staff of Absorption (60-72 power, 60 apr, cold element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+9 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 120 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
dragonbone starstaff of breaching (30-36 power, 6 apr, light element) dragonbone starstaff of breaching (30-36 power, 6 apr, light element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Damage +30% light Ignore resists +15% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
truestriking voratun greatsword of shearing (62-100 power, 4 apr) truestriking voratun greatsword of shearing (62-100 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego++] Master Weapon Damage 62.5 - 100.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +19% all +19% physical Accuracy +65 (+14 eff.) Ignore Armor +42 Massive two-handed swords. |
voratun greatsword 'Eclipsesaw' (62-98 power, 4 apr) voratun greatsword 'Eclipsesaw' (62-98 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Rare] Arcane Weapon Damage 61.5 - 98.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Hit: 20% Curse of Death level 5 On Hit: * 27% chance to reduce damage dealt by 27% While equipped: offense ------ Damage +15% darkness +12% mind Ignore resists +15% arcane When Hit 10 cold defense ------ Armor +12 Defense +20 (+4 eff.) Resistance +15% blight +3% physical +20% mind Massive two-handed swords. |
plaguebringer's voratun longsword of amnesia (42-58 power, 6 apr) plaguebringer's voratun longsword of amnesia (42-58 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego++] Arcane/Psionic Weapon Damage 41.5 - 58.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +18 blight On Hit: 20% Epidemic level 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 37 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: defense ------ Disease Resist +30% Sharp, long, and deadly. |
Infernoweeper the voratun mace (60-85 power, 6 apr) Infernoweeper the voratun mace (60-85 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Random Unique] Master Weapon Damage 60.5 - 84.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +15.0% Critical power +32.00% Ignore resists +25% fire Accuracy +15 (+4 eff.) Ignore Armor +15 When Hit 6 light On-Hit (Melee): * 10% chance to reduce armor by 48% defense ------ Defense +11 (+2 eff.) Resistance +6% light +18% fire Disarm Resist +50% Blunt and deadly. |
Thunderfall (50-70 power, 6 apr) Thunderfall (50-70 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Unique] Psionic Weapon Damage 50.0 - 70.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +50 lightning +50 physical On-crit, radius 2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 36 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
blazebringer's voratun waraxe of massacre (54-76 power, 6 apr) blazebringer's voratun waraxe of massacre (54-76 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Nature/Master Weapon Damage 54.0 - 75.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +87 fire While equipped: offense ------ Global Speed +9% Ignore resists +25% fire One-handed war axes. |
elemental voratun waraxe of massacre (56-78 power, 6 apr) elemental voratun waraxe of massacre (56-78 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 55.5 - 77.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * Create an explosion dealing 139 fire damage (1/turn) While equipped: offense ------ Damage +30% fire Ignore resists +23% fire One-handed war axes. |
elemental voratun waraxe of rage (38-54 power, 6 apr) elemental voratun waraxe of rage (38-54 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Arcane/Master Weapon Damage 38.5 - 53.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * Create an explosion dealing 139 acid damage (1/turn) While equipped: Stats +6 Str offense ------ Damage +30% acid +15% physical Ignore resists +28% acid Accuracy +25 (+6 eff.) One-handed war axes. |
truestriking voratun waraxe (42-59 power, 6 apr) truestriking voratun waraxe (42-59 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master Weapon Damage 42.0 - 58.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Ignore resists +15% physical Accuracy +25 (+6 eff.) Ignore Armor +15 One-handed war axes. |
steady dragonbone longbow of enduring steady dragonbone longbow of enduring4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +23 Con +23 Wil offense ------ Physical Crit +11.0% Accuracy +23 (+5 eff.) defense ------ Life +132.00 Longbows are used to shoot arrows at your foes. |
quiver of dragonbone arrows of corruption (22/22, 56-78 power, 18 apr) quiver of dragonbone arrows of corruption (22/22, 56-78 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Ego+] Arcane Weapon Damage 55.5 - 77.7 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 22 On Hit: 20% Curse of Death level 5 Arrows are used with bows to pierce your foes to death. |
Summertide (17 def, 15 armour, 52-62 power, 260 block) Summertide (17 def, 15 armour, 52-62 power, 260 block)7.0 Encumbrance T5 shield armor [Unique] Nature When used to Attack: Weapon Damage 52.0 - 62.4 Light Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+3 eff.) Damage +10% fire +15% mind +15% light Ignore resists +10% fire +10% light +10% mind defense ------ Armor +15 Defense +17 (+3 eff.) Ranged Defense +17 (+3 eff.) Fatigue +12% Resistance +12% mind +10% fire +20% light +15% darkness Mind save +18 (+6 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 155.37 to 194.22 light damage (based on Willpower and Cunning). Uses 8 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
voratun shield 'Shivertyphoon' (0 def, 10 armour, 65-78 power, 196 block) voratun shield 'Shivertyphoon' (0 def, 10 armour, 65-78 power, 196 block)7.0 Encumbrance T5 shield armor [Rare] Nature When used to Attack: Weapon Damage 65.0 - 78.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +196 On-Hit, radius 1 +19 fire On-crit, radius 2 +27 cold While equipped: Stats +5 Dex +17 Cun +7 Con offense ------ On-Hit 10 fire Damage +15% cold When Hit 14 blight 16 fire defense ------ Armor +10 Fatigue +8% Crit Resistance 20.40% other ------- See Invisibility +21 Talents +1 Block Handheld deflection devices. |
elven-silk robe (0 def, 0 armour) elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Normal] While equipped: defense ------ Resistance +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of fire (+45%) (0 def, 0 armour) elven-silk robe of fire (+45%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego] Nature While equipped: offense ------ Damage +30% fire defense ------ Resistance +15% all +45% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven elven-silk robe of the mind (+19%) (0 def, 0 armour) fearwoven elven-silk robe of the mind (+19%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Psionic While equipped: offense ------ Mind Crit +5% Mindpower +9 (+3 eff.) Damage +28% physical +17% darkness +19% mind Ignore resists +18% darkness +20% physical defense ------ Resistance +19% mind +15% all other ------- Max hate +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's elven-silk robe of alchemy (0 def, 0 armour) psion's elven-silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Mind Crit +5% Mindpower +9 (+3 eff.) Damage +25% acid +25% physical +21% fire +28% mind +20% cold Ignore resists +14% mind defense ------ Resistance +20% acid +17% physical +20% fire +20% cold +15% all other ------- Psi/turn +0.88 Max psi +40.00 Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy elven-silk robe of corrosion (+40%) (0 def, 0 armour) slimy elven-silk robe of corrosion (+40%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +27% acid When Hit: * 10% chance to slow global speed by 61% * 7 arcane resource burn defense ------ Resistance +40% acid +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken elven-silk robe of Angolwen (0 def, 0 armour) timebroken elven-silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +11 Mag +11 Wil offense ------ Spell Crit +6% Spellpower +28 (+6 eff.) Spellpower/crit +7 Damage +30% arcane +30% temporal defense ------ Resistance +15% all Silence Resist +43% other ------- Max mana +99.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening voratun plate armour of Eyal (0 def, 16 armour) enlightening voratun plate armour of Eyal (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego++] Nature/Psionic While equipped: Stats +9 Cun +9 Wil defense ------ Armor +16 Fatigue +22% Mind save +25 (+8 eff.) Life +64.00 Life Regen +11.00 Healmod +20% A suit of armour made of metal plates. |
impenetrable voratun plate armour of command (13 def, 42 armour) impenetrable voratun plate armour of command (13 def, 42 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Master/Psionic While equipped: Stats +6 Cun defense ------ Armor +42 Defense +13 (+3 eff.) Fatigue +22% Mind save +24 (+8 eff.) A suit of armour made of metal plates. |
Girdle of Preservation Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+8 eff.) Spell save +15 (+5 eff.) Mind save +15 (+5 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Sleetpiety (32 def, 0 armour) Sleetpiety (32 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +2 Str +3 Mag +3 Wil offense ------ Physical Crit +4.0% Critical power +20.00% defense ------ Defense +32 (+6 eff.) Resistance +6% cold Unlife -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Kobar (35 def, 5 armour) Kobar (35 def, 5 armour)2.0 Encumbrance T5 feet armor [Rare] Nature While equipped: offense ------ Spell Crit +5% Spellpower/crit +13 defense ------ Armor +5 Defense +35 (+6 eff.) Resistance +18% blight +12% cold +12% mind Mind save +9 (+3 eff.) Unlife -80.00 life Life Regen +11.00 Healmod +17% Pinning Resist +26% Teleport Resist +20% A pair of boots made of leather. |
insulating pair of drakeskin leather boots of evasion (18 def, 5 armour) insulating pair of drakeskin leather boots of evasion (18 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Master While equipped: defense ------ Armor +5 Defense +18 (+3 eff.) Resistance +15% fire +15% cold Evasion: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 4.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 50 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Floerend (0 def, 15 armour) Floerend (0 def, 15 armour)3.0 Encumbrance T5 feet armor [Rare] Master While equipped: offense ------ Damage +15% cold Ignore resists +33% fire When Hit 4 cold defense ------ Armor +15 Fatigue +4% Resistance +15% acid +20% temporal +15% cold +14% fire +12% mind +15% lightning Crit Resistance 19.96% Silence Resist +27% Pinning Resist +20% Stun Resist +27% Knockbk Resist +27% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Kindleschism (0 def, 13 armour) Kindleschism (0 def, 13 armour)3.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +6 Str +6 Wil +16 Con offense ------ Critical power +20.00% Mindpower +9 (+3 eff.) Spellpower/crit +6 Damage +10% physical Ignore resists +15% arcane +10% physical When Hit 8 blight defense ------ Armor +13 Fatigue +4% Resistance +6% light other ------- Mana-on-crit +2.58 Infravision +3 Size +1 Blindside: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots of phasing (0 def, 5 armour) pair of voratun boots of phasing (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil defense ------ Armor +5 Fatigue +4% Blink to a nearby random location (rad 15) Puts all charms on 15 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
elven-silk wizard hat (3 def, 0 armour) elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Normal] While equipped: defense ------ Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
Monarihek (3 def, 0 armour) Monarihek (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats +2 Dex +15 Mag +10 Wil +10 Con offense ------ Spellpower +5 (+1 eff.) Damage +15% physical +12% light +13% darkness +14% arcane +11% temporal When Hit 6 acid 2 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 * 20% chance to reduce armor by 48% defense ------ Defense +3 (+1 eff.) other ------- Light +1 Arcane Eye: (Instant) Puts all charms on 6 turn cooldown Effective talent level: 5.0 Power cost 6 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
catburglar's drakeskin leather cap (0 def, 5 armour) catburglar's drakeskin leather cap (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +9 Dex defense ------ Armor +5 Fatigue +5% Resistance +22% darkness other ------- Infravision +7 A cap made of leather. |
grounding voratun helm of precognition (12 def, 5 armour) grounding voratun helm of precognition (12 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Nature While equipped: Stats +10 Cun offense ------ Accuracy +12 (+3 eff.) When Hit: * 17% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +12 (+2 eff.) Fatigue +5% Resistance +12% lightning +15% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
12 agate 12 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 ametrine 14 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 aquamarine 12 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.0 Encumbrance 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. |
5 topaz 5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
12 amethyst 12 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 onyx 10 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical 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. |
2 emerald 2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 jade 11 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ruby 10 ruby0.0 Encumbrance 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. |
5 amber 5 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 bloodstone 12 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 fire opal 10 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 diamond 14 diamond0.0 Encumbrance 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. |
11 moonstone 11 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical 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. |
16 pearl 16 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Petrified Wood Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Crystal Heart Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Runed Skull Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Lifebinding Emerald Lifebinding Emerald0.0 Encumbrance T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Item imbue powers: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Stun Resist +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Windborne Azurite Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
1165 alchemist agate 1165 alchemist agate0.0 Encumbrance 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. |
63 alchemist bloodstone 63 alchemist bloodstone0.0 Encumbrance 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 Phial Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 24 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Glarelash Glarelash1.0 Encumbrance T5 lite [Rare] Arcane While equipped: offense ------ Physical Crit +6.0% Damage +12% lightning +18% physical +12% light Ignore resists +20% light When Hit 12 light 25 fire defense ------ Armor +12 Defense +35 (+6 eff.) Resistance +24% lightning +10% fire +4% physical other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Kokath Kokath0.0 Encumbrance T5 lite [Random Unique] Arcane/Nature While equipped: Stats +4 Dex +6 Mag +6 Wil offense ------ Physical Crit +6.0% Critical power +14.00% Physical Power +9 (+2 eff.) Spellpower +16 (+3 eff.) defense ------ Defense +10 (+2 eff.) Resistance +12% acid +9% cold +3% light Physical save +11 (+6 eff.) Healmod +26% Disease Resist +10% other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Ce'Newyn (dig speed 30 turns) Ce'Newyn (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +6 Str +2 Dex +2 Wil offense ------ Critical power +15.00% Ignore Armor +7 defense ------ Physical save +12 (+6 eff.) Spell save +12 (+4 eff.) other ------- Stamina/turn +2.00 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 16 turn cooldown Effective talent level: 3.0 Power cost 16 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
soldier's voratun pickaxe (dig speed 11 turns) soldier's voratun pickaxe (dig speed 11 turns)3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats +3 Str defense ------ Armor +5 Defense +8 (+2 eff.) Resistance +10% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 Encumbrance 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 Chest Transmogrification Chest2.0 Encumbrance 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 Entropy (1/1) Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 225% of the healing done. This effect scales with your Magic stat.. Uses 45 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 963.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
powerful dragonbone totem of stinging [power 560] (9 cooldown) powerful dragonbone totem of stinging [power 560] (9 cooldown)2.0 Encumbrance T5 totem charm [Ego+] Nature Sting an enemy dealing 599 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 turn cooldown 100% to increase all damage by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Gleamreaper [power 302] (9 cooldown) Gleamreaper [power 302] (9 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Damage +18% light Ignore resists +25% light +20% nature defense ------ Resistance +9% acid +6% nature other ------- Light +3 Wards +4 blight +5 acid +4 light +4 darkness Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 70 lightning damage and will be dazed for 1 turn (350 total damage) Puts all charms on 9 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+5 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 472 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 21 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 36
71st Pyre 123rd year of Ascendancy at 17:47 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 48
8th Haze 123rd year of Ascendancy at 04:52 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 35
58th Pyre 123rd year of Ascendancy at 22:42 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 40
8th Mirth 123rd year of Ascendancy at 22:42 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 46
78th Dusk 123rd year of Ascendancy at 08:17 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 38
5th Mirth 123rd year of Ascendancy at 07:27 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 24
36th Regrowth 123rd year of Ascendancy at 04:11 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 9
66th Dusk 122nd year of Ascendancy at 06:52 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 37
79th Pyre 123rd year of Ascendancy at 08:16 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 30
74th Regrowth 123rd year of Ascendancy at 09:00 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 22
73rd Haze 122nd year of Ascendancy at 16:10 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 31
4th Pyre 123rd year of Ascendancy at 08:52 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 31
2nd Pyre 123rd year of Ascendancy at 23:56 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 50
1st Allure 124th year of Ascendancy at 16:36 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 31
34th Pyre 123rd year of Ascendancy at 07:04 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 10
74th Dusk 122nd year of Ascendancy at 10:24 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 20
60th Haze 122nd year of Ascendancy at 05:04 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 30
73rd Regrowth 123rd year of Ascendancy at 03:20 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 40
8th Mirth 123rd year of Ascendancy at 20:33 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 50
19th Haze 123rd year of Ascendancy at 22:46 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 50
51st Haze 123rd year of Ascendancy at 07:39 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 24
10th Decay 122nd year of Ascendancy at 11:05 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 35
56th Pyre 123rd year of Ascendancy at 17:03 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 25
40th Regrowth 123rd year of Ascendancy at 12:38 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 38
79th Pyre 123rd year of Ascendancy at 14:20 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 50
9th Allure 124th year of Ascendancy at 08:54 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 45
74th Dusk 123rd year of Ascendancy at 20:35 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 8
60th Dusk 122nd year of Ascendancy at 19:36 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 50
9th Allure 124th year of Ascendancy at 08:55 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 50
39th Haze 123rd year of Ascendancy at 10:22 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 24
27th Regrowth 123rd year of Ascendancy at 17:40 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 46
2nd Haze 123rd year of Ascendancy at 01:50 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 11
78th Dusk 122nd year of Ascendancy at 22:23 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 41
13rd Dusk 123rd year of Ascendancy at 10:42 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 24
27th Regrowth 123rd year of Ascendancy at 06:22 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 20
61st Haze 122nd year of Ascendancy at 09:29 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 16
28th Haze 122nd year of Ascendancy at 16:39 see stats
By THIS IS A BAD IDEA the Skeleton Sun Paladin level 35
58th Pyre 123rd year of Ascendancy at 10:17 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: at portal).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 18 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 19 turns (stop reason: at portal).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 38 turns (stop reason: at portal).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 38 turns (stop reason: at portal).
Ran for 3 turns (stop reason: interesting terrain).