











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! 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 | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 50 / 2047% |
| Size | medium |
| Lifes / Deaths | Killed by Motasu the wretchling at level 24 on the 72nd Haze 122nd year of Ascendancy at 16:11 3 / 4Killed by Arekira the mean looking elven guard at level 28 on the 5th Decay 122nd year of Ascendancy at 04:54 Killed by Saluriawen the elven warrior at level 28 on the 5th Decay 122nd year of Ascendancy at 07:17 Killed by Grand Corruptor at level 30 on the 29th Regrowth 123rd year of Ascendancy at 21:55 |
Primary Stats
| Strength | 124 (base 66) |
| Dexterity | 70 (base 31) |
| Constitution | 58 (base 18) |
| Magic | 134 (base 62) |
| Willpower | 52 (base 10) |
| Cunning | 116 (base 60) |
Resources
| Mana | 584/584 |
| Vim | 211/211 |
| Life | 1870/1870 |
| Positive | 177/177 |
| Stamina | 357/357 |
| Healing Factor | 0.82013395052682 |
| Regeneration | 1.8453013886854 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +119.41616685128% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 15 |
| See Stealth | 67.556973735291 |
| See Invisible | 86.556973735291 |
Offense: Mainhand
| Damage | 337 |
| Accuracy | 78 |
| Crit Chance | 123% |
| APR | 20 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 79 |
| Crit Chance | 99% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +33% |
| Mind | +15% |
| All | +9% |
| Physical | +16% |
| Lightning | +21% |
| Light | +50% |
| Temporal | +26% |
| Darkness | +35% |
| Cold | +24% |
| Fire | +40% |
| Nature | +21% |
Offense: Damage Penetration
| Lightning | +10% |
| Mind | +25% |
| Temporal | +10% |
| Blight | +10% |
| Arcane | +25% |
| Fire | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 83.812421605777 (81.151787968034%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 25 |
| Physical Save | 67 |
| Spell Save | 62 |
| Mental Save | 82 |
Defense: Resistances
| Acid | + 53%( 70%) |
| Blight | + 45%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 70%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 59%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 34%( 70%) |
| Physical | + 33%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Mind | + 38%( 70%) |
Defense: Immunities
| Disarm Resistance | 42% |
| Pinning Resistance | 47% |
| Silence Resistance | 92% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 936 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 806 damage for 5 turns. Its effects scale with your Strength 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 192 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1034% 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: 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 -915 life. The duration and life will increase by 1% for every 1% life you have lost (currently 915 life, 7 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. |
Class Talents
| Corruption / Wrath | 1.70 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Torture | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Fearfire | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Flame of Urh'Rok |
| talent | Abyssal Shield |
| talent | Chant of Fortitude |
| talent | Horrifying Blows |
| talent | Premonition |
| talent | Precise Strikes |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
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 successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)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 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | 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. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 1853. | 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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism 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 focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 | Thunderreeve the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +4 Con dps ---------- Dmg.mod +12% lightning Res.pen +10% blight +10% lightning Melee Ret 4 blight ----- def ----- Armour +5 Resists +6% lightning Phys.save +16 (+4 eff.) Mind.save +20 (+4 eff.) Silence- +92% Confus- +62% Stun/Frz- +84% A pair of boots made of leather. |
| Quiver | Star Shot (20/20, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
| Light source | Fulysus1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +6% Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +9% arcane +6% mind Melee Ret 23 fire ----- def ----- Resists +15% blight +9% fire +13% darkness Mind.save +32 (+6 eff.) ---------- misc Equi/ret +0.04 Light +5 Infravis +6 See.Stealth +20 See.Invis +39 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 1.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 27 blight damage or heals 37 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Anehek the voratun helm (10 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +26 Str +8 Dex +7 Wil +6 Cun +5 Con dps ---------- Phys.pwr +12 (+2 eff.) ----- def ----- Armour +5 Defense +10 (+2 eff.) Fatigue +5% Resists +14% physical +5% arcane +12% mind Phys.save +14 (+4 eff.) Stun/Frz- +22% 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 1347.6 Physical damage. If the attack hits, the target is confused (42% 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. |
| Tool | voratun torque of clear mind [power 5] (22 cooldown)2.0 T5 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Lisida the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +12 Con dps ---------- Crit.mult +10.00% Phys.pwr +15 (+3 eff.) Spell.pwr +13 (+2 eff.) Mind.pwr +13 (+4 eff.) Apr +2 ----- def ----- Defense +30 (+7 eff.) Resists +25% acid +30% fire +27% lightning +27% cold Spell.save +17 (+4 eff.) ---------- misc Max.stam +35.00 Rings make your fingers look great! |
| On fingers | voratun ring 'Treeripper'0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Dex +10 Mag +10 Cun dps ---------- Mind.crit +4% Melee+ 40 light Ranged+ 40 light Dmg.mod +20% light +9% temporal +18% darkness +12% nature Res.pen +10% temporal Acc +15 (+3 eff.) Melee Ret 8 nature ----- def ----- Resists +36% darkness Max.HP +50.00 Disarm- +42% Pinning- +47% Knockbk- +50% ---------- misc Equi/ret +0.12 Max.psi +50.00 Rings make your fingers look great! |
| Around waist | drakeskin leather belt 'Snowraptor'1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +7 Dex +7 Wil +7 Cun dps ---------- Phys.crit +6.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +15% cold Res.pen +10% arcane Melee Ret 4 cold ----- def ----- Resists +15% lightning +15% temporal +27% cold Phys.save +33 (+8 eff.) Spell.save +20 (+5 eff.) Mind.save +15 (+3 eff.) A belt that goes around your waist. |
| In main hand | Dethblyd (70-112 power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 60% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
| On hands | voratun gauntlets 'Lelagen' (0 def, 9 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +12 Cun +6 Mag dps ---------- Phys.crit +20.0% Spell.crit +20% Mind.crit +20% Crit.mult +12.00% Acc +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +5% Resists +9% light +25% darkness +9% mind Crit.dmg- 15.00% Mind.save +27 (+5 eff.) Max.HP +80.00 HP.reg +4.00 Stun/Frz- +24% ---------- misc Infravis +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | The Black Plate (25 def, 35 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +35 Defense +25 (+6 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+4 eff.) Spell.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
| Cloak | elven-silk cloak 'Runyratir' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane While equipped: Stats +13 Mag +9 Wil dps ---------- Spell.crit +24% Crit.mult +23.00% Spell.pwr +13 (+2 eff.) S.pwr/crit +6 Dmg.mod +15% arcane Res.pen +15% arcane +25% mind ----- def ----- Defense +3 (+0 eff.) ---------- misc Mana/turn +0.12 Max.mana +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Hellwill the voratun amulet0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +4 Dex +14 Mag +8 Wil +6 Con dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +7% physical +8% darkness +18% fire +8% temporal +8% light Res.pen +25% fire Amulets make your neck look great! |
Inventory
movement infusion of the warrior (speed 936%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 936% 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. 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 976%; 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 976% 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 298; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 298 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. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 582; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 582 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. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 893; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 893 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. Press to compare to your current inscriptions |
wild infusion of the titan (res 32%; mental; dur 3; cd 15)0.1 infusion scroll [Ego] 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: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 3 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. |
Rune of the Rift (358.00 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 451.08 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. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 555; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 555.27 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. 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. |
shatter afflictions rune of the wizard (absorb 158; 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 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 158 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 |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Tome of Uttercold0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
grounding copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets make your neck look great! |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Ce'Nuthra0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Dex +2 Wil +7 Cun +2 Con ---------- misc Masteries +0.19 Corruption/Hexes 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 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
Glarewish the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% arcane +3% light On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Resists +5% arcane +15% mind Phys.save +5 (+1 eff.) Max.HP +48.00 HP.reg +4.00 Amulets make your neck look great! |
Gloremina the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Phys.crit +3.0% Crit.mult +15.00% Phys.pwr +30 (+5 eff.) Dmg.mod +21% temporal ----- def ----- Resists +22% lightning Stun/Frz- +35% Amulets make your neck look great! |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+1 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 26 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 32 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
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. |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) Rings make your fingers look great! |
sneakthief's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +11% lightning Acc +6 (+2 eff.) ----- def ----- Resists +22% lightning Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings make your fingers look great! |
wizard's copper ring of clarity0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Mind.save +5 (+1 eff.) Confus- +20% Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
steel ring 'Dimwell'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% acid +6% darkness +9% mind Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce damage dealt by 27% ----- def ----- Defense +8 (+2 eff.) Resists +9% darkness Rings make your fingers look great! |
marksman's gold ring of light (+24%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +12% light Acc +10 (+2 eff.) ----- def ----- Resists +24% light Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -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. |
gladiator's stralite ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +7 Str +5 Con dps ---------- Phys.pwr +10 (+2 eff.) Rings make your fingers look great! |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Pyrevault the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Dex +11 Mag +3 Wil +9 Cun dps ---------- Phys.pwr +20 (+3 eff.) Spell.pwr +32 (+6 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +3% fire +8% all Melee Ret 6 fire ----- def ----- Resists +8% nature +12% blight Poison- +28% Disease- +30% Rings make your fingers look great! |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +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. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+9 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 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, temporal 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% temporal Res.pen +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone vilestaff of fate (30-36 power, 6 apr, acid 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 +12% Spell.pwr +23 (+4 eff.) Dmg.mod +30% acid Phasing +24% ----- def ----- Defense +23 (+5 eff.) Shield.pwr +17% Phys.save +13 (+3 eff.) Spell.save +11 (+2 eff.) Mind.save +9 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of warding (30-36 power, 6 apr, darkness 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% Crit.mult +33.00% Spell.pwr +24 (+5 eff.) Melee+ 31 fire Dmg.mod +30% darkness ----- def ----- Armour +7 Defense +8 (+2 eff.) ---------- misc See.Invis +17 Wards +2 darkness Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ninik the Deepswaker (32-47 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Nature Power 31.5 - 47.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +12 acid +23 nature While equipped: dps ---------- Res.pen +19% acid +16% nature Apr +10 ----- def ----- Resists +3% darkness +3% blight +9% fire +3% nature +12% light Teleport- +10% Massive two-handed battleaxes. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 50% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+1 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
chilling stralite battleaxe of massacre (55-82 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane/Master Power 55.0 - 82.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +10 cold Massive two-handed battleaxes. |
enhanced stralite battleaxe of massacre (59-88 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Nature/Master Power 59.0 - 88.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +13 Str +5 Dex +7 Mag +10 Wil +10 Cun +5 Con Massive two-handed battleaxes. |
stralite battleaxe 'Isomina' (68-102 power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 68.0 - 102.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +7 acid +21 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +20% acid +19% nature Apr +15 ----- def ----- Resists +5% arcane Blind- +10% Massive two-handed battleaxes. |
Khulmanar's Wrath (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 276.67 fire damage, and flames will be left dealing a further 64.59 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
truestriking voratun battleaxe of corruption (58-86 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Arcane/Master Power 57.5 - 86.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 While equipped: dps ---------- Res.pen +17% physical Acc +26 (+6 eff.) Apr +16 Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 50% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Burnpain (40-59 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 39.5 - 59.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +4 fire While equipped: dps ---------- Dmg.mod +12% mind Res.pen +15% fire Acc +7 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 33 ----- def ----- Defense +13 (+3 eff.) Resists +9% mind Disarm- +36% Massive two-handed mauls. |
Ebonyworm the voratun greatmaul (70-105 power, 4 apr)5.0 T5 greatmaul 2H weapon [Rare] Master Power 70.0 - 105.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +16 acid On Crit.r2 +16 acid While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +21 (+5 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Resists +21% acid +9% cold +9% darkness Massive two-handed mauls. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 82.0 - 123.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
dwarven-steel greatsword 'Glowrune' (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Nature/Master Power 36.0 - 57.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 nature +4 mind On Crit: * Wound the target dealing 386 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Str dps ---------- Phys.crit +10.0% Phys.pwr +12 (+2 eff.) Dmg.mod +12% physical Acc +13 (+3 eff.) Melee Ret 4 mind ----- def ----- Resists +9% light +3% mind ---------- misc Light +2 Massive two-handed swords. |
arcing voratun greatsword of the mystic (59-94 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Arcane Power 59.0 - 94.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 125 damage While equipped: Stats +13 Mag +14 Wil dps ---------- Spell.pwr +19 (+4 eff.) Massive two-handed swords. |
truestriking voratun longsword of crippling (42-58 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Master Power 41.5 - 58.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Res.pen +12% physical Acc +20 (+4 eff.) Apr +15 Sharp, long, and deadly. |
voratun mace of disruption (46-64 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Disrupt Power 45.5 - 63.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Against +14% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Blunt and deadly. |
arcing voratun waraxe of erosion (42-59 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane/Nature Power 42.0 - 58.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 125 damage One-handed war axes. |
blazebringer's voratun waraxe (42-58 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Nature Power 41.5 - 58.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +90 fire While equipped: dps ---------- All.spd +6% Res.pen +15% fire One-handed war axes. |
voratun dagger (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Normal] Power 38.0 - 49.4 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Sharp, short and deadly. |
living mindstar (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Normal] Nature Power 16.5 - 18.2 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
enhanced dragonbone longbow of lightning4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Nature Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +29 lightning While equipped: Stats +14 Str +20 Dex +12 Mag +15 Wil +18 Cun +17 Con dps ---------- Dmg.mod +20% lightning Longbows are used to shoot arrows at your foes. |
Arkul's Siege Arrows (12/14, 68-95 power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 50% Dex, 50% Mag, 70% Str Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
barbed pouch of steel shots of wind (22/22, 26-31 power, 2 apr)3.0 T2 shot ammo [Ego+] Nature/Master Power 26.0 - 31.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 22 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 276 physical damage On Crit: * Wound the target dealing 386 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
corrosive voratun shield of crushing (0 def, 10 armour, 78-94 power, 202.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 78.0 - 93.6 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +202 Melee+ +17 acid On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con dps ---------- Phys.crit +13.0% Phys.pwr +15 (+3 eff.) On Melee Ret: * 13% chance to reduce armor by 44% ----- def ----- Armour +10 Fatigue +8% Resists +20% acid ---------- misc Talents +1 Block Handheld deflection devices. |
timebroken elven-silk robe of light (+31%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Dmg.mod +27% temporal +30% arcane +21% light ----- def ----- Resists +31% light +15% all ---------- misc Max.mana +66.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+4 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+3 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+5 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 13 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 9 Armour, 13 Defense and your attacks will gain 19% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
enlightening voratun plate armour of implacability (0 def, 26 armour)17.0 T5 massive armor Reqs Massive armour training [Ego++] Master/Psionic While equipped: Stats +8 Cun +8 Wil ----- def ----- Armour +26 Fatigue +14% Phys.save +11 (+3 eff.) Mind.save +21 (+4 eff.) A suit of armour made of metal plates. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Woevagrant the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +4 Dex +4 Cun dps ---------- Phys.crit +6.0% Mind.crit +8% ----- def ----- Defense +5 (+1 eff.) Resists +9% darkness Die.at -40.00 life ---------- misc Stam/turn +3.00 Max.stam +20.00 A belt that goes around your waist. |
Zubyldana1.0 T3 belt armor [Rare] Psionic While equipped: Stats +7 Str dps ---------- Phys.crit +3.0% Phys.pwr +15 (+3 eff.) Mind.pwr +17 (+5 eff.) Dmg.mod +9% mind Apr +7 ----- def ----- Armour +6 Phys.save +11 (+3 eff.) ---------- misc Max.stam +30.00 A belt that goes around your waist. |
enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+1 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Adutira' (16 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Res.pen +10% mind ----- def ----- Defense +16 (+4 eff.) Max.HP +33.00 ---------- misc Hate/m.crit +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dazzlepiety (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +5 Str +2 Mag dps ---------- Crit.mult +20.00% ----- def ----- Defense +2 (+0 eff.) Resists +7% acid +6% light +7% fire +7% cold +8% lightning Die.at -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. |
resilient cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +2 (+0 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Phys.save +5 (+1 eff.) Mind.save +9 (+2 eff.) Die.at -50.00 life Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Guise of the Hated (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+6 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+3 eff.) Resists +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 43 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
elven-silk cloak 'Burntouch' (3 def, 13 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +4 Wil dps ---------- Dmg.mod +3% arcane +9% fire Res.pen +20% fire ----- def ----- Armour +13 Defense +3 (+0 eff.) Resists +35% temporal +27% darkness +25% cold Spell.save +15 (+3 eff.) Def/telep +45 Res/telep +31% Dur/telep +46% ---------- misc Max.mana +78.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 296 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 21 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
fleetfooted pair of drakeskin leather boots of tirelessness (14 def, 5 armour)2.0 T5 feet armor [Ego+] Master While equipped: Stats +14 Dex ----- def ----- Armour +5 Defense +14 (+3 eff.) ---------- misc Stam/turn +1.00 Max.stam +22.00 A pair of boots made of leather. |
pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Beidehell the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +6 Con dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Dmg.mod +6% mind Res.pen +15% mind +5% physical Acc +5 (+1 eff.) ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isolewe the Forestedge (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) Mov.spd +10% Dmg.mod +12% nature Apr +4 ----- def ----- Armour +4 Fatigue -3% Resists +12% nature +12% temporal Max.HP +39.00 ---------- misc Stam/turn +0.50 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
dreamer's pair of voratun boots of force (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Phys.pwr +17 (+3 eff.) Spell.pwr +15 (+3 eff.) Mind.pwr +11 (+4 eff.) ----- def ----- Armour +5 Fatigue +4% Phys.save +10 (+3 eff.) Spell.save +15 (+3 eff.) Mind.save +11 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of voratun boots of void walking (0 def, 9 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Res.pen +15% darkness +19% temporal ----- def ----- Armour +9 Fatigue +4% Resists +23% darkness +28% temporal Def/telep +22 Res/telep +13% Dur/telep +26% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Prismtide (0 def, 6 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- S.pwr/crit +2 Melee+ 5 physical Dmg.mod +3% blight +4% physical Res.pen +5% light ----- def ----- Armour +6 ---------- misc Mana/s.crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Scaldfist (0 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +2 Str +6 Dex +4 Cun dps ---------- Res.pen +15% fire Acc +17 (+4 eff.) ----- def ----- Armour +3 Resists +9% light Crit.dmg- 15.00% ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +14.0% Spell.crit +17% Mind.crit +12% Crit.mult +14.00% Spell.pwr +4 (+1 eff.) ----- def ----- Armour +3 ---------- misc Mana/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fist of the Destroyer (8 def, 0 armour)1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +3 Cun +9 Mag ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 8% Darkfire: Level 6.5 Pwr.cost 11 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 179.66 fire damage and 173.03 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
alchemist's dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +8 Mag +3 Wil dps ---------- Melee+ 5 acid 3 fire 5 cold 6 lightning Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's dwarven-steel gauntlets of strength (+7) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +7 Str +4 Dex +3 Cun dps ---------- Phys.pwr +11 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
sand dwarven-steel gauntlets of strength (+4) (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 8 physical Dmg.mod +5% physical ----- def ----- Armour +8 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
elven-silk wizard hat of arcana (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Defense +3 (+0 eff.) A pointy cloth hat, very wizardly... |
fearwoven elven-silk wizard hat of arcana (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil dps ---------- Mind.crit +2% Spell.pwr +5 (+1 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +20% darkness +16% physical ----- def ----- Defense +3 (+0 eff.) Resists +16% darkness +15% physical ---------- misc Max.hate +10.00 A pointy cloth hat, very wizardly... |
spellwoven elven-silk wizard hat of blight (+18%) (3 def, 0 armour)2.0 T5 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+0 eff.) Dmg.mod +18% blight ----- def ----- Defense +3 (+0 eff.) Resists +18% blight ---------- misc Mana/turn +0.40 A pointy cloth hat, very wizardly... |
drakeskin leather cap of trickery (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
insulating drakeskin leather cap of ire (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +5 Fatigue +5% Resists +15% fire +12% cold Phys.save +13 (+3 eff.) Mind.save +12 (+2 eff.) Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 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 cap made of leather. |
iron helm 'Cuthuhek' (0 def, 7 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +7 Fatigue +5% Resists +6% mind +3% light HP.reg +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 51 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
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. |
defender's dwarven-steel helm of might (5 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +4% Resists +4% all Phys.save +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's dwarven-steel helm of strength (+7) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +7 Str +5 Wil dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +7% physical Phys.save +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dragonslayer's voratun helm of might (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +10% acid +11% fire +11% lightning +9% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's voratun helm of might (0 def, 10 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +10 Fatigue +5% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing voratun helm of dexterity (+7) (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +7 Dex ----- def ----- Armour +5 Fatigue +5% Phys.save +25 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Dourvein' (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +9 Str +29 Dex +9 Con dps ---------- Dmg.mod +9% darkness Res.pen +20% darkness +10% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 33 * 20% chance to reduce armor by 44% * 20% chance to reduce damage dealt by 27% ----- def ----- Armour +5 Fatigue +5% Resists +28% darkness +6% acid ---------- misc Infravis +8 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 1347.6 Physical damage. If the attack hits, the target is confused (42% 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. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
7 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. |
10 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. |
18 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. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
16 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
12 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
11 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. |
13 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. |
12 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
11 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 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. |
9 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. |
20 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. |
13 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. |
16 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. |
15 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 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 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. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-4 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+3 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
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. |
367 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. |
49 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Mind.save +6 (+1 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +7 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. |
ethereal alchemist's lamp of corpselight0.0 T3 lite [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +4% Spell.pwr +11 (+2 eff.) ----- def ----- Resists +8% blight +8% darkness ---------- misc Light +6 Infravis +3 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 1.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 27 blight damage or heals 37 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of focus1.0 T3 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind Melee Ret 15 fire ----- def ----- Resists +6% fire ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of focus1.0 T3 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +8% mind Melee Ret 15 fire ----- def ----- Resists +6% fire ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright dwarven lantern of the zealot1.0 T5 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +11 (+2 eff.) ---------- misc Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
scorching dwarven lantern of corpselight1.0 T5 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Melee Ret 30 fire ----- def ----- Resists +11% blight +8% fire +12% darkness ---------- misc Light +5 Infravis +5 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 1.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 27 blight damage or heals 37 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Elatta the dwarven-steel pickaxe (dig speed 11 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +5 Cun +6 Str dps ---------- Crit.mult +12.00% Phys.pwr +8 (+1 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +8% nature Apr +15 ----- def ----- Resists +13% nature ---------- misc Psi/ret +0.12 Max.psi +30.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 cooldown Level 5.2 Pwr.cost 23 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of Reknor (dig speed 16 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Resists +7% darkness +7% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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 172 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 890.56 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
dwarven-steel torque of clear mind [power 2] (22 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of clear mind [power 3] (24 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 24 cooldown Torques are made by powerful psionics to store psionic powers. |
evasive voratun torque of clear mind [power 5] (22 cooldown)2.0 T5 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick voratun torque of clear mind [power 3] (17 cooldown)2.0 T5 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged ash totem of healing [power 212] (17 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 212 Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
soothing elm wand of shielding [power 110] (17 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Dairiharafast the Haildredge [power 242] (17 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +6 Cun +2 Str ----- def ----- Resists +9% cold ---------- misc Light +3 See.Invis +6 Create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to gain a 24% 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. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A View From The Gallery
Briefly lived as a lowly halfling during the time of the Sher'tuls.By okay lets not die at the final boss this time the Cornac Doombringer level 38
20th Pyre 123rd year of Ascendancy at 07:43 see stats
A dangerous secret
Found the mysterious staff and told Last Hope about it.By okay lets not die at the final boss this time the Cornac Doombringer level 38
20th Pyre 123rd year of Ascendancy at 09:37 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By okay lets not die at the final boss this time the Cornac Doombringer level 48
70th Dusk 123rd year of Ascendancy at 03:42 see stats
Against all odds
Killed Ukruk in the ambush.By okay lets not die at the final boss this time the Cornac Doombringer level 38
15th Pyre 123rd year of Ascendancy at 19:25 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By okay lets not die at the final boss this time the Cornac Doombringer level 30
29th Regrowth 123rd year of Ascendancy at 23:41 see stats
Arachnophobia
Destroyed the spydric menace.By okay lets not die at the final boss this time the Cornac Doombringer level 41
4th Mirth 123rd year of Ascendancy at 06:41 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By okay lets not die at the final boss this time the Cornac Doombringer level 49
71st Dusk 123rd year of Ascendancy at 23:27 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By okay lets not die at the final boss this time the Cornac Doombringer level 46
60th Dusk 123rd year of Ascendancy at 23:09 see stats
Brave new world
Went to the Far East and took part in the war.By okay lets not die at the final boss this time the Cornac Doombringer level 41
70th Pyre 123rd year of Ascendancy at 22:38 see stats
Bringer of Doom
Killed a Bringer of Doom.By okay lets not die at the final boss this time the Cornac Doombringer level 38
27th Pyre 123rd year of Ascendancy at 21:45 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By okay lets not die at the final boss this time the Cornac Doombringer level 33
52nd Regrowth 123rd year of Ascendancy at 19:48 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By okay lets not die at the final boss this time the Cornac Doombringer level 15
60th Dusk 122nd year of Ascendancy at 20:28 see stats
Destroyer's bane
Killed Golbug the Destroyer.By okay lets not die at the final boss this time the Cornac Doombringer level 40
57th Pyre 123rd year of Ascendancy at 10:37 see stats
Dethroned
Vanquished the Glass Golem without letting it use the glass throne to heal.By okay lets not die at the final boss this time the Cornac Doombringer level 38
47th Pyre 123rd year of Ascendancy at 08:45 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By okay lets not die at the final boss this time the Cornac Doombringer level 34
1st Pyre 123rd year of Ascendancy at 20:09 see stats
Dragon's Greed
Amassed 8000 gold pieces.By okay lets not die at the final boss this time the Cornac Doombringer level 41
3rd Mirth 123rd year of Ascendancy at 19:48 see stats
Earth Master
Killed Harkor'Zun.By okay lets not die at the final boss this time the Cornac Doombringer level 28
5th Allure 123rd year of Ascendancy at 15:16 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By okay lets not die at the final boss this time the Cornac Doombringer level 50
31st Haze 123rd year of Ascendancy at 16:47 see stats
Exterminator
Killed 1000 creatures.By okay lets not die at the final boss this time the Cornac Doombringer level 18
78th Dusk 122nd year of Ascendancy at 05:33 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By okay lets not die at the final boss this time the Cornac Doombringer level 29
7th Allure 123rd year of Ascendancy at 08:01 see stats
Fear me not!
Survived the Fearscape!By okay lets not die at the final boss this time the Cornac Doombringer level 28
5th Decay 122nd year of Ascendancy at 09:38 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By okay lets not die at the final boss this time the Cornac Doombringer level 50
26th Haze 123rd year of Ascendancy at 05:57 see stats
Guiding Hand
Saved all escorted adventurers.By okay lets not die at the final boss this time the Cornac Doombringer level 39
55th Pyre 123rd year of Ascendancy at 09:01 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By okay lets not die at the final boss this time the Cornac Doombringer level 5
77th Pyre 122nd year of Ascendancy at 00:27 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By okay lets not die at the final boss this time the Cornac Doombringer level 30
22nd Regrowth 123rd year of Ascendancy at 07:10 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By okay lets not die at the final boss this time the Cornac Doombringer level 50
72nd Dusk 123rd year of Ascendancy at 07:27 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By okay lets not die at the final boss this time the Cornac Doombringer level 30
28th Regrowth 123rd year of Ascendancy at 11:03 see stats
Level 10
Got a character to level 10.By okay lets not die at the final boss this time the Cornac Doombringer level 10
2nd Summertide 122nd year of Ascendancy at 07:08 see stats
Level 20
Got a character to level 20.By okay lets not die at the final boss this time the Cornac Doombringer level 20
7th Haze 122nd year of Ascendancy at 15:28 see stats
Level 30
Got a character to level 30.By okay lets not die at the final boss this time the Cornac Doombringer level 30
7th Regrowth 123rd year of Ascendancy at 10:07 see stats
Level 40
Got a character to level 40.By okay lets not die at the final boss this time the Cornac Doombringer level 40
56th Pyre 123rd year of Ascendancy at 19:04 see stats
Level 50
Got a character to level 50.By okay lets not die at the final boss this time the Cornac Doombringer level 50
72nd Dusk 123rd year of Ascendancy at 00:52 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By okay lets not die at the final boss this time the Cornac Doombringer level 25
73rd Haze 122nd year of Ascendancy at 22:33 see stats
Orcrist
Killed the leaders of the Orc Pride.By okay lets not die at the final boss this time the Cornac Doombringer level 50
24th Haze 123rd year of Ascendancy at 20:28 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By okay lets not die at the final boss this time the Cornac Doombringer level 50
14th Haze 123rd year of Ascendancy at 17:32 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By okay lets not die at the final boss this time the Cornac Doombringer level 20
25th Haze 122nd year of Ascendancy at 19:36 see stats
Size is everything
Did over 1500 damage in one attack.By okay lets not die at the final boss this time the Cornac Doombringer level 41
58th Pyre 123rd year of Ascendancy at 11:51 see stats
Size matters
Did over 600 damage in one attack.By okay lets not die at the final boss this time the Cornac Doombringer level 26
79th Haze 122nd year of Ascendancy at 18:23 see stats
Sliders
Activated a portal using the Orb of Many Ways.By okay lets not die at the final boss this time the Cornac Doombringer level 40
57th Pyre 123rd year of Ascendancy at 13:43 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By okay lets not die at the final boss this time the Cornac Doombringer level 50
31st Haze 123rd year of Ascendancy at 16:44 see stats
That was close
Killed your target while having only 1 life left.By okay lets not die at the final boss this time the Cornac Doombringer level 27
4th Decay 122nd year of Ascendancy at 11:12 see stats
The Arena
Unlocked Arena mode.By okay lets not die at the final boss this time the Cornac Doombringer level 9
7th Mirth 122nd year of Ascendancy at 13:59 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By okay lets not die at the final boss this time the Cornac Doombringer level 50
25th Haze 123rd year of Ascendancy at 01:21 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By okay lets not die at the final boss this time the Cornac Doombringer level 20
49th Haze 122nd year of Ascendancy at 17:25 see stats
The Sun Still Shines
Aeryn survived the last battle.By okay lets not die at the final boss this time the Cornac Doombringer level 50
31st Haze 123rd year of Ascendancy at 16:47 see stats
The bigger the better!
Did over 3000 damage in one attack.By okay lets not die at the final boss this time the Cornac Doombringer level 45
60th Dusk 123rd year of Ascendancy at 21:12 see stats
The secret city
Discovered the truth about mages.By okay lets not die at the final boss this time the Cornac Doombringer level 12
6th Dusk 122nd year of Ascendancy at 15:51 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By okay lets not die at the final boss this time the Cornac Doombringer level 42
7th Dusk 123rd year of Ascendancy at 15:31 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By okay lets not die at the final boss this time the Cornac Doombringer level 20
49th Haze 122nd year of Ascendancy at 13:47 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By okay lets not die at the final boss this time the Cornac Doombringer level 29
6th Regrowth 123rd year of Ascendancy at 18:06 see stats
Treasure Hunter
Amassed 1000 gold pieces.By okay lets not die at the final boss this time the Cornac Doombringer level 19
7th Haze 122nd year of Ascendancy at 08:18 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By okay lets not die at the final boss this time the Cornac Doombringer level 37
14th Pyre 123rd year of Ascendancy at 17:27 see stats
You were not supposed to see that!
Read a Forbidden Tome.By okay lets not die at the final boss this time the Cornac Doombringer level 38
46th Pyre 123rd year of Ascendancy at 02:26 see stats
Log
Lore found: Argoniel's blood-runed athame
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 1 turns (stop reason: learnt lore).
Okay lets not die at the final boss this time picks up ( .): Pearl of Life and Death.
Okay lets not die at the final boss this time picks up ( .): spellwoven elven-silk wizard hat of blight (+18%) (3 def, 0 armour).
Okay lets not die at the final boss this time picks up ( .): bright dwarven lantern of the zealot.
Okay lets not die at the final boss this time picks up ( .): fleetfooted pair of drakeskin leather boots of tirelessness (14 def, 5 armour).
Okay lets not die at the final boss this time picks up ( .): elven-silk wizard hat of arcana (3 def, 0 armour).
You pickup 0.75 gold pieces.
Okay lets not die at the final boss this time picks up ( .): dreamer's pair of voratun boots of force (0 def, 5 armour).
Okay lets not die at the final boss this time picks up ( .): dragonslayer's voratun helm of might (0 def, 5 armour).
Okay lets not die at the final boss this time picks up (6.): enlightening voratun plate armour of implacability (0 def, 26 armour).
Okay lets not die at the final boss this time picks up (1.): blazebringer's voratun waraxe (42-58 power, 6 apr).
Okay lets not die at the final boss this time picks up (Z.): truestriking voratun longsword of crippling (42-58 power, 6 apr).
Okay lets not die at the final boss this time picks up (6.): corrosive voratun shield of crushing (0 def, 10 armour, 78-94 power, 202.5 block).
Lore found: Pearl of Life and Death
You can read all your collected lore in the game menu, by pressing Escape.
Resting starts...
Talent Track is ready to use.
Okay lets not die at the final boss this time uses Track.
Rested for 15 turns (stop reason: all resources and life at maximum).
Okay lets not die at the final boss this time picks up (4.): living mindstar (16-18 power, 40 apr, mind damage).
Okay lets not die at the final boss this time picks up (Z.): arcing voratun greatsword of the mystic (59-94 power, 4 apr).
Okay lets not die at the final boss this time picks up (6.): enhanced dragonbone longbow of lightning.
Talent Track is ready to use.
Okay lets not die at the final boss this time uses Track.
Ran for 4 turns (stop reason: interesting terrain).





































































































































































































