











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: 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 | Nightmare Adventure |
| Sex | Female |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 45 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by temporal stalker at level 14 on the 14th Profit 122nd year of Ascendancy at 09:00 0 / 9Killed by Assassin Lord at level 20 on the 22nd Loss 122nd year of Ascendancy at 21:45 Killed by The Divine Writhing Mass at level 30 on the 22nd Steel 123rd year of Ascendancy at 19:44 Killed by Protector Myssil at level 31 on the 24th Steel 123rd year of Ascendancy at 11:18 Killed by worm that walks (servant of Tentacle Breakfast) at level 34 on the 28th Gold 123rd year of Ascendancy at 20:15 Killed by Dozing Nerilaith at level 34 on the 30th Stralite 123rd year of Ascendancy at 16:05 Killed by radiant horror at level 35 on the 30th Stralite 123rd year of Ascendancy at 21:08 Killed by Kor's Fury at level 41 on the 22nd Profit 123rd year of Ascendancy at 12:42 Killed by Garin the orc cryomancer at level 45 on the 45th Dearth 123rd year of Ascendancy at 17:48 |
Primary Stats
| Strength | 29 (base 15) |
| Dexterity | 32 (base 12) |
| Constitution | 60 (base 56) |
| Magic | 119 (base 64) |
| Willpower | 24 (base 8) |
| Cunning | 87 (base 65) |
Resources
| Life | -185/1534 |
| Mana | 490/510 |
| Equilibrium | 20 |
| Insanity | 100/100 |
| Healing Factor | 1.5300507772246 |
| Regeneration | 17.213071243777 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 47.092680079223 |
| See Invisible | 47.092680079223 |
Offense: Mainhand
| Damage | 195 |
| Accuracy | 52 |
| Crit Chance | 73% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 90 |
| Crit Chance | 80% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 57% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +56% |
| Acid | +39% |
| Light | +8% |
| Temporal | +8% |
| Blight | +33% |
| Physical | +8% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Acid | +20% |
| Light | +25% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 21 (35.65183292883%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 35 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 69%( 70%) |
| Blight | + 39%( 70%) |
| Cold | + 48%( 70%) |
| All | + 27%( 70%) |
| Lightning | + 43%( 70%) |
| Temporal | + 40%( 70%) |
| Darkness | + 45%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 32% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 53% |
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 695 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 487% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 149 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: 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. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 4/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Prodigies
| 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 | completed |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Yvamina the multi-hued drake. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by radiant horror. Escort: lone alchemist (level 7 of Dreadfell) | failed |
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 Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
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 Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 820. | 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. Stire of Derth has completed an elixir of avoidance 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 mysticism. Marus of Elvala has completed an elixir of the savior without your aid. 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. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within4 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* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 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 | miner's pair of drakeskin leather boots of void walking (0 def, 10 armour)2.0 T5 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Res.pen +15% darkness +20% temporal ----- def ----- Armour +10 Resists +12% darkness +18% temporal Def/telep +22 Res/telep +16% Dur/telep +17% ---------- misc Infravis +2 A pair of boots made of leather. |
| Light source | Harodugen the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +5 Dex +4 Mag +3 Cun ----- def ----- Resists +12% darkness Crit.dmg- 15.00% Max.HP +60.00 Silence- +20% Disarm- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Winterrupture the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +15% lightning +21% cold Crit.dmg- 10.00% Phys.save +12 (+4 eff.) Max.HP +100.00 Disease- +20% ---------- misc Mana/turn +0.22 Mana/s.crit +2.00 Max.vim +20.00 A pointy cloth hat, very wizardly... |
| Tool | Prismmarrow [power 2] (21 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +15% mind Res.pen +25% light ---------- misc Psi/ret +0.12 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | pixie's stralite ring of power0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +5 Mag dps ---------- Phys.pwr +9 (+1 eff.) Spell.pwr +19 (+4 eff.) Mind.pwr +9 (+3 eff.) Rings make your fingers look great! |
| On fingers | pixie's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +5 Mag dps ---------- Spell.pwr +7 (+1 eff.) Acc +8 (+3 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 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 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 waist | Aeroth1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +7 Dex +5 Mag +7 Wil +4 Cun dps ---------- Phys.crit +8.0% Spell.crit +5% Mind.crit +13% Dmg.mod +3% acid Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 47% ----- def ----- Armour +8 Defense +10 (+4 eff.) Phys.save +15 (+5 eff.) A belt that goes around your waist. |
| In main hand | magewarrior's short dragonbone bonestaff of illumination (30-36 power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Ego+] Nature/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +8% Phys.pwr +12 (+2 eff.) Spell.pwr +22 (+4 eff.) Dmg.mod +30% darkness Acc +9 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 126.25 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | alchemist's voratun gauntlets of war-making (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Mag +4 Wil dps ---------- Phys.crit +15.0% Spell.crit +17% Mind.crit +17% Crit.mult +11.00% Melee+ 5 acid 6 fire 9 cold 7 lightning ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +20.0% Atk.spd 83% Melee+ +11 ice +11 fire +13 acid +11 lightning On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | elven-silk robe 'Yvyra' (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +2 Str +4 Mag +6 Wil dps ---------- Spell.crit +10% Mind.crit +1% Spell.pwr +36 (+7 eff.) S.pwr/crit +5 Dmg.mod +18% acid ----- def ----- Resists +27% acid +15% all Crit.dmg- 10.00% Silence- +33% ---------- misc Mana/turn +0.37 Max.mana +76.00 Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Aluyon (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +2 Dex +3 Mag +3 Cun dps ---------- On Hit (Melee): * 20% chance to reduce armor by 47% ----- def ----- Defense +3 (+1 eff.) Resists +7% acid +7% lightning +16% blight +8% fire +14% nature +7% cold HP.reg +11.00 Heal.mod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Arenik'0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +18% acid +8% temporal +8% light +15% blight +8% physical +8% darkness Res.pen +20% acid Melee Ret 8 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 * 20% chance to reduce armor by 47% ----- def ----- Resists +24% acid 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 55.44 physical damage and 102.67 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. |
heroism infusion of the wizard (die at -794; dur 7; cd 30)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -794 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1588 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 938%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 938% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 872%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 872% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 543; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 543 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 530; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 530 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 531; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 531 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 30%; mental; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (246.00 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 265.68 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. |
acid wave rune of the wizard (damage 510; dur 4; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 509.85 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
shielding rune of the wizard (absorb 600; dur 5; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 600 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 of the titan (threshold 36; blocks 4; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 36 up to 4 times. 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 |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+6 eff.) Mind.save -7 (-4 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. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
serendipitous steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +7 Lck +2 Mag dps ---------- S.pwr/crit +2 Acc +5 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Unseen.red 12% ---------- misc Mana/turn +0.10 Max.mana +24.00 Amulets make your neck look great! |
steel amulet of dexterity (+2) =dex=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 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 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
archmage's gold amulet of mastery (0.20 Demented / Tentacles)0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +6% acid +6% fire +6% cold +6% lightning ---------- misc Masteries +0.20 Demented/Tentacles Amulets make your neck look great! |
archmage's stralite amulet of murder0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Crit.mult +14.00% Spell.pwr +5 (+1 eff.) Dmg.mod +5% acid +5% fire +6% cold +5% lightning Acc +7 (+2 eff.) Apr +14 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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. |
Chillward0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Mag +3 Con dps ---------- Dmg.mod +6% cold Melee Ret 10 cold ----- def ----- Spell.save +12 (+5 eff.) ---------- misc Psi/ret +0.16 Hate/m.crit +2.00 Max.stam +18.00 Max.hate +4.00 Light +2 Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 41 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
conjurer's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +5 (+1 eff.) Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 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 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! |
psionicist's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +8 See.Invis +5 Rings make your fingers look great! |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
wizard's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Spell.save +8 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 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 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! |
solipsist's voratun ring of clarity0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +9 (+3 eff.) ----- def ----- Mind.save +10 (+4 eff.) Confus- +44% Rings make your fingers look great! |
magewarrior's short elven-wood bonestaff of protection (25-30 power, 5 apr, darkness element)5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +7% Phys.pwr +9 (+1 eff.) Spell.pwr +19 (+4 eff.) Dmg.mod +25% darkness Acc +9 (+3 eff.) ----- def ----- Resists +12% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element)5.0 T5 staff 2H weapon [Unique] Unknown Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+8 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Xaneyata the dragonbone starstaff (39-47 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 39.0 - 46.8 Physical Uses 130% Mag 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 +19 (+4 eff.) Dmg.mod +39% lightning Res.pen +25% mind +20% lightning ----- def ----- Armour +7 Hardiness +8% Defense +15 (+5 eff.) Resists +9% acid +9% cold Phys.save +8 (+3 eff.) HP.reg +4.00 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
imbued dragonbone magestaff of illumination (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego+] Arcane/Nature Power 30.0 - 36.0 Physical Uses 130% Mag 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 +15 (+3 eff.) Dmg.mod +30% arcane ----- def ----- Defense +11 (+4 eff.) ---------- misc Light +4 Talents +1 Command Staff On Spell Hit: 10% Dust to Dust 4 Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 126.25 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff of might (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +28.00% Spell.pwr +21 (+4 eff.) Melee+ 30 fire Dmg.mod +30% arcane ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone vilestaff of protection (30-36 power, 6 apr, blight element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag 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 +15 (+3 eff.) Dmg.mod +30% blight ----- def ----- Resists +15% blight ---------- misc Mana/turn +0.20 Max.mana +74.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
slime-covered voratun greatmaul of massacre (78-116 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego] Disrupt/Master Power 77.5 - 116.2 Physical Uses 50% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 17% chance to slow global speed by 53% Massive two-handed mauls. |
elemental voratun greatsword of evisceration (64-102 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Arcane/Master Power 64.0 - 102.4 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 138 fire damage (1/turn) On Crit: * Wound the target dealing 362 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +14 (+2 eff.) Dmg.mod +26% fire Res.pen +17% fire Massive two-handed swords. |
flaming voratun greatsword of ruin (62-99 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane/Master Power 62.0 - 99.2 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +12 fire While equipped: dps ---------- Phys.crit +14.0% Crit.mult +30.00% Apr +16 Massive two-handed swords. |
stralite waraxe 'Curejam' (32-46 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Rare] Arcane Power 32.5 - 45.5 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +20 arcane On Hit.r1 +20 arcane On Hit: * 25% chance for lightning to strike from the target to a second target dealing 138 damage While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +30 (+10 eff.) Dmg.mod +12% mind Melee Ret 10 nature ---------- misc Hate/m.crit +5.00 One-handed war axes. |
Swordbreaker (25-32 power, 20 apr) =dex=1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Mag, 50% Cun Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
thought-forged voratun dagger of erosion (36-47 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Nature/Psionic Power 36.0 - 46.8 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 nature +16 mind On Hit: * 18% chance to reduce all saves and defense by 26 While equipped: Stats +4 Cun +4 Wil Sharp, short and deadly. |
voratun dagger of rage (38-50 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Power 38.5 - 50.1 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +10% physical Acc +15 (+5 eff.) Sharp, short and deadly. |
flaming quiver of elven-wood arrows of crippling (18/18, 42-59 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Arcane/Master Power 42.5 - 59.5 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +16.5% Capacity 18 On Hit.r1 +24 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Greenschism the pouch of voratun shots (23/23, 53-64 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Rare] Arcane Power 53.0 - 63.6 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 23 Rld cld 2 Ranged+ +20 temporal On Hit.r1 +20 nature On Crit.r2 +20 temporal On Hit: * 20% chance to slow global speed by 53% * 20% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
living stralite shield of shrapnel (0 def, 8 armour, 46-56 power, 138 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego++] Nature/Master When used to Attack: Power 46.5 - 55.8 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +138 Melee+ +14 nature While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 362 physical damage over 5 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +14% nature +13% blight Max.HP +48.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Blightstopper (18 def, 12 armour, 52-62 power, 240 block)7.0 T5 shield armor Reqs Shield usage training Str 35 [Unique] Nature/Disrupt When used to Attack: Power 52.0 - 62.4 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +240 Dmg.conv 30% nature 10% manaburn arcane While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+6 eff.) Rng.Def +12 (+4 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+9 eff.) Disease- +60% ---------- misc Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 3 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 20 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag +0 Cun +0 Con dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.9 Pwr.cost 13 out of 20/20. Range 8 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 32%. You can also activate this talent to instantly destroy more worms, letting you jump in range 8 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
stormwoven silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +7 Str +8 Mag +6 Wil dps ---------- Dmg.mod +9% lightning +10% physical +14% cold ----- def ----- Resists +5% lightning +9% cold +17% blight +13% all Max.HP +64.00 HP.reg +2.30 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +10 Mag +5 Wil dps ---------- Spell.pwr +13 (+2 eff.) S.pwr/crit +4 Dmg.mod +23% temporal +6% physical Res.pen +9% temporal +11% physical ----- def ----- Resists +15% all Anom.red +13 Silence- +44% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of fire (+30%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Dmg.mod +20% fire ----- def ----- Resists +15% all +30% fire Mind.save +24 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil +4 Cun dps ---------- Spell.crit +7% Spell.pwr +24 (+5 eff.) S.pwr/crit +4 Dmg.mod +24% light +10% darkness ----- def ----- Resists +15% all Silence- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hellserpent (20 def, 8 armour)9.0 T5 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +9% fire Res.pen +10% lightning +10% fire Melee Ret 10 lightning 10 fire ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +30% acid +21% fire A suit of armour made of leather. |
Nightrebel (20 def, 8 armour)9.0 T5 light armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% darkness Res.pen +20% light Melee Ret 4 light ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +9% arcane +18% nature Spell.save +20 (+8 eff.) A suit of armour made of leather. |
fortifying stralite mail armour of fire resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Master While equipped: Stats +5 Str +5 Con ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +23% fire Max.HP +54.00 A suit of armour made of mail. |
Bilelady the voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Rare] Nature While equipped: dps ---------- Res.pen +25% nature On Hit (Melee): * 20% chance to slow global speed by 53% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +20% nature +15% temporal HP.reg +8.00 ---------- misc Stam/turn +2.50 A suit of armour made of mail. |
Velurevea the hardened leather belt =str=1.0 T3 belt armor [Rare] Master While equipped: Stats +8 Str +3 Wil ----- def ----- Defense +11 (+4 eff.) Stealth +8 ---------- misc Light +1 Infravis +1 A belt that goes around your waist. |
marshal's cashmere cloak of mindcraft (2 def, 0 armour) =will=2.0 T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Wil +4 Cun +3 Con dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) Phys.save +9 (+3 eff.) Max.HP +71.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Earthshine the elven-silk cloak (13 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Con dps ---------- Dmg.mod +9% nature +6% mind Res.pen +20% cold ----- def ----- Defense +13 (+5 eff.) Resists +19% fire +19% light +6% nature Stealth +14 Max.HP +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stealthy pair of hardened leather boots of rushing (0 def, 3 armour) =dex=2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Str +4 Dex +3 Con +6 Lck ----- def ----- Armour +3 Stealth +7 Rush: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Barefang the Burnravager (0 def, 14 armour) =con=2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Cun +6 Con dps ---------- Mov.spd +25% Dmg.mod +18% fire Melee Ret 10 fire ----- def ----- Armour +14 Resists +6% temporal +3% fire Phys.save +22 (+8 eff.) Mind.save +20 (+7 eff.) ---------- misc Infravis +3 A pair of boots made of leather. |
Adann (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +9% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 26 ----- def ----- Armour +3 Fatigue +2% Resists +1% physical Silence- +23% Confus- +23% Stun/Frz- +22% ---------- misc Mana/s.crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Sparkbraze' (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +14 (+3 eff.) Dmg.mod +9% lightning +3% temporal Res.pen +15% arcane ----- def ----- Armour +1 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.10 Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +4 arcane On Hit: 10% Elemental Bolt 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of war-making (0 def, 6 armour)1.0 T2 hands armor [Ego++] Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +10% Mind.crit +7% Crit.mult +8.00% ----- def ----- Armour +6 Mind.save +8 (+3 eff.) Max.HP +49.00 Unarmed combat: Power 29.0 - 31.9 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +9.0% Atk.spd 100% On Hit: 10% Battle Shout 3 On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Yvimina the Curecrack (0 def, 1 armour) =str=1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Str +1 Mag +2 Cun dps ---------- On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Armour +1 Fatigue +1% Crit.dmg- 5.00% HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +14.00 Infravis +2 Unarmed combat: Power 10.5 - 14.7 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 30% Cun, 60% Str, 50% Mag 30% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Balyroddarofast the Woedare (2 def, 0 armour) =con=2.0 T3 head armor [Rare] Arcane While equipped: Stats +6 Mag +5 Wil +4 Con dps ---------- Mind.crit +2% Spell.pwr +5 (+1 eff.) Dmg.mod +6% darkness +6% mind Res.pen +25% mind ----- def ----- Defense +2 (+1 eff.) Crit.dmg- 15.00% Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
champion's hardened leather cap of knowledge (0 def, 3 armour) =will=2.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Str +7 Wil +3 Cun dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+4 eff.) ---------- misc Light +1 A cap made of leather. |
bladed iron helm of strength (+6) (0 def, 3 armour) =str=3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 91.1 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of the depths (0 def, 3 armour) =water=3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +7% cold Phys.save +10 (+4 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blastumbra the dwarven-steel helm (0 def, 4 armour) =dex=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +4 Fatigue +4% Resists +9% lightning +9% blight +12% fire +3% nature +3% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 +15% light +15% mind +10% arcane HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 17 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
leafwalker's voratun helm of ire (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +5 Fatigue +5% Resists +8% nature Phys.save +9 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +12 (+5 eff.) Max.HP +86.00 Heal.mod +14% Battle Cry: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. 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. |
12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
7 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. |
7 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
3 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 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. |
3 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. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
6 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. |
6 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. |
11 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. |
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. |
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. |
4 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. |
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. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +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. |
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. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
202 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. |
41 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. |
Nerikira2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Resists +6% blight Crit.dmg- 15.00% Spell.save +3 (+1 eff.) Max.HP +40.00 ---------- misc Light +3 See.Invis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +54.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
DĂșathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 41 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
sapper's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 676.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 21 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
voratun torque of clear mind [power 4] (21 cooldown)2.0 T5 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast [power 410] (13 cooldown)2.0 T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 472 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
Dazzlepiety [power 44] (17 cooldown) =will=2.0 T3 totem charm [Rare] Nature While equipped: Stats +8 Wil dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +15% light Melee Ret 6 mind ----- def ----- Resists +5% arcane ---------- misc Psi/ret +0.12 Max.psi +50.00 Harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
Blazespawn the elven-wood totem of healing [power 350] (13 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% lightning +10% light ----- def ----- Resists +3% lightning +12% light ---------- misc Light +2 Heal yourself and all friendly characters within 10 spaces for 350 Puts all charms on 13 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage by 22% for 2 turns. 100% to increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
focusing elven-wood totem of summon tentacle [power 285] (21 cooldown)2.0 T4 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 787 Base Damage: 354 Armor: 13 All Resist: 20 Puts all charms on 21 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
cleansing elm wand of shielding [power 116] (17 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing elm wand of lightning storm [power 110] (13 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive dragonbone wand of conjuration [power 335] (13 cooldown)2.0 T5 wand charm [Ego] Arcane Fire a magical bolt dealing 466 acid damage Puts all charms on 13 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
A View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Tentacle Breakfast the Drem Writhing One level 32
24th Gold 123rd year of Ascendancy at 08:25 see stats
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Tentacle Breakfast the Drem Writhing One level 36
35th Stralite 123rd year of Ascendancy at 23:22 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Tentacle Breakfast the Drem Writhing One level 36
33rd Stralite 123rd year of Ascendancy at 15:51 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Tentacle Breakfast the Drem Writhing One level 31
24th Steel 123rd year of Ascendancy at 12:42 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Tentacle Breakfast the Drem Writhing One level 45
41st Dearth 123rd year of Ascendancy at 06:09 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Tentacle Breakfast the Drem Writhing One level 38
17th Voratun 123rd year of Ascendancy at 23:09 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Tentacle Breakfast the Drem Writhing One level 16
26th Wealth 122nd year of Ascendancy at 23:34 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Tentacle Breakfast the Drem Writhing One level 37
14th Voratun 123rd year of Ascendancy at 08:08 see stats
Dethroned (Nightmare (Adventure) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Tentacle Breakfast the Drem Writhing One level 40
23rd Voratun 123rd year of Ascendancy at 09:04 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Tentacle Breakfast the Drem Writhing One level 39
21st Voratun 123rd year of Ascendancy at 02:22 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Tentacle Breakfast the Drem Writhing One level 23
3rd Iron 123rd year of Ascendancy at 21:10 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Tentacle Breakfast the Drem Writhing One level 19
14th Loss 122nd year of Ascendancy at 02:29 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tentacle Breakfast the Drem Writhing One level 25
20th Iron 123rd year of Ascendancy at 10:52 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Tentacle Breakfast the Drem Writhing One level 38
14th Voratun 123rd year of Ascendancy at 19:54 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tentacle Breakfast the Drem Writhing One level 26
26th Iron 123rd year of Ascendancy at 13:16 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Tentacle Breakfast the Drem Writhing One level 31
23rd Steel 123rd year of Ascendancy at 12:25 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Tentacle Breakfast the Drem Writhing One level 10
30th Voratun 122nd year of Ascendancy at 09:14 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Tentacle Breakfast the Drem Writhing One level 20
14th Loss 122nd year of Ascendancy at 16:16 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Tentacle Breakfast the Drem Writhing One level 30
15th Steel 123rd year of Ascendancy at 12:02 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Tentacle Breakfast the Drem Writhing One level 40
21st Voratun 123rd year of Ascendancy at 09:49 see stats
Merry wintertide! (Nightmare (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Tentacle Breakfast the Drem Writhing One level 32
5th Gold 123rd year of Ascendancy at 20:10 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Tentacle Breakfast the Drem Writhing One level 29
11st Steel 123rd year of Ascendancy at 20:53 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Tentacle Breakfast the Drem Writhing One level 33
27th Gold 123rd year of Ascendancy at 16:01 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Tentacle Breakfast the Drem Writhing One level 19
14th Loss 122nd year of Ascendancy at 09:17 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Tentacle Breakfast the Drem Writhing One level 38
14th Voratun 123rd year of Ascendancy at 13:49 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Tentacle Breakfast the Drem Writhing One level 34
30th Stralite 123rd year of Ascendancy at 16:03 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Tentacle Breakfast the Drem Writhing One level 9
25th Voratun 122nd year of Ascendancy at 20:04 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Tentacle Breakfast the Drem Writhing One level 20
26th Shortage 122nd year of Ascendancy at 17:47 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Tentacle Breakfast the Drem Writhing One level 5
19th Voratun 122nd year of Ascendancy at 12:28 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Tentacle Breakfast the Drem Writhing One level 41
15th Profit 123rd year of Ascendancy at 18:55 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Tentacle Breakfast the Drem Writhing One level 20
26th Shortage 122nd year of Ascendancy at 01:24 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Tentacle Breakfast the Drem Writhing One level 30
16th Steel 123rd year of Ascendancy at 16:52 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Tentacle Breakfast the Drem Writhing One level 19
14th Loss 122nd year of Ascendancy at 06:20 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Tentacle Breakfast the Drem Writhing One level 41
22nd Profit 123rd year of Ascendancy at 12:42 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Tentacle Breakfast the Drem Writhing One level 35
32nd Stralite 123rd year of Ascendancy at 19:45 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By Tentacle Breakfast the Drem Writhing One level 40
21st Voratun 123rd year of Ascendancy at 13:00 see stats
Log
Aeroriasessra the orc cryomancer hits worm that walks (servant of Tentacle Breakfast) for (238 stormshielded), 0 cold (0 total damage).
Garin the orc cryomancer uses Steady Shot.
Aeroriasessra the orc cryomancer calms down.
Worm that walks (servant of Tentacle Breakfast)'s devouring flames area effect drains life from Aeroriasessra the orc cryomancer!
Worm that walks (servant of Tentacle Breakfast)'s devouring flames area effect drains life from Garin the orc cryomancer!
Aeroriasessra the orc cryomancer's light area effect hits worm that walks (servant of Tentacle Breakfast) for 86 light damage.
Worm that walks (servant of Tentacle Breakfast)'s devouring flames area effect hits Aeroriasessra the orc cryomancer for 2 fire damage.
Worm that walks (servant of Tentacle Breakfast)'s devouring flames area effect hits Garin the orc cryomancer for 7 fire damage.
Aeroriasessra the orc cryomancer casts Searing Light.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 35.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 88.
Aeroriasessra the orc cryomancer hits worm that walks (servant of Tentacle Breakfast) for 138 light damage.
Garin the orc cryomancer's Steady Shot hits worm that walks (servant of Tentacle Breakfast) for 345 physical, 16 darkness, 12 nature (373 total damage).
Garin the orc cryomancer uses Flare.
Worm that walks (servant of Tentacle Breakfast) resists the blinding flare!
Garin the orc cryomancer calms down.
Garin the orc cryomancer is no longer inspired.
Worm that walks (servant of Tentacle Breakfast)'s devouring flames area effect drains life from Aeroriasessra the orc cryomancer!
Worm that walks (servant of Tentacle Breakfast)'s devouring flames area effect drains life from Garin the orc cryomancer!
Aeroriasessra the orc cryomancer's light area effect hits worm that walks (servant of Tentacle Breakfast) for 105 light damage.
Worm that walks (servant of Tentacle Breakfast)'s devouring flames area effect hits Aeroriasessra the orc cryomancer for 2 fire damage.
Worm that walks (servant of Tentacle Breakfast)'s devouring flames area effect hits Garin the orc cryomancer for 9 fire damage.
Aeroriasessra the orc cryomancer casts Firebeam.
Garin the orc cryomancer uses Headshot.
Aeroriasessra the orc cryomancer hits Carrion worm mass for 111 fire damage.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 137.
Garin the orc cryomancer roars triumphantly.
Character control switched to Tentacle Breakfast.
Garin the orc cryomancer's Headshot hits Worm that walks (servant of Tentacle Breakfast) for 536 physical damage.
Tentacle Breakfast the level 45 drem writhing one was stabbed to death by Garin the orc cryomancer on level 1 of Vor Pride.























































































































































