










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 50 / 3009% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 20 on the 25th Haze 122nd year of Ascendancy at 03:57 0 / 7Killed by Isotha the grave wight at level 20 on the 25th Haze 122nd year of Ascendancy at 05:27 Killed by elven blood mage at level 26 on the 9th Decay 122nd year of Ascendancy at 16:24 Killed by Adolralle the ghoulking at level 28 on the 14th Regrowth 123rd year of Ascendancy at 18:54 Killed by Xata the xorn at level 28 on the 15th Regrowth 123rd year of Ascendancy at 06:57 Killed by Xata the xorn at level 28 on the 15th Regrowth 123rd year of Ascendancy at 12:40 Killed by Doomed Shade of The Real Slim Shady at level 49 on the 1st Wintertide 124th year of Ascendancy at 08:24 |
Primary Stats
| Strength | 61 (base 14) |
| Dexterity | 91 (base 60) |
| Constitution | 58 (base 28) |
| Magic | 128 (base 60) |
| Willpower | 43 (base 10) |
| Cunning | 96 (base 60) |
Resources
| Life | 1220/1220 |
| Mana | 365/365 |
| Stamina | 310/310 |
| Healing Factor | 1.3201339505267 |
| Regeneration | 16.171640893951 |
Speed
| Mental | +8.2458204953503% |
| Attack | 0% |
| Movement | 0% |
| Spell | +18.24582049534% |
| Global | +126% |
Vision
| Sight | 10 |
| Lite | -1003 |
| Infravision | 7 |
| See Stealth | 57.436399774044 |
| See Invisible | 66.436399774044 |
Offense: Mainhand
| Damage | 198 |
| Accuracy | 86 |
| Crit Chance | 81% |
| APR | 34 |
| Speed | 0.92 |
Offense: Offhand
| Damage | 151 |
| Accuracy | 86 |
| Crit Chance | 93% |
| APR | 37 |
| Speed | 0.92 |
Offense: Spell
| Spellpower | 79 |
| Crit Chance | 47% |
| Speed | 0.8456958527675 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +32% |
| Physical | +40% |
| Cold | +88% |
| All | +7% |
| Darkness | +76% |
| Light | +30% |
| Temporal | +22% |
| Lightning | +41% |
| Fire | +32% |
| Nature | +37% |
Offense: Damage Penetration
| Physical | +9% |
| Darkness | +11% |
| Arcane | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 99 (100%) |
| Defense | 90 |
| Ranged Defense | 90 |
| Fatigue | 0 |
| Physical Save | 54 |
| Spell Save | 52 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Physical | + 31%( 70%) |
| Cold | + 70%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 69%( 70%) |
| Light | + 43%( 80%) |
| Temporal | + 43%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 68%( 70%) |
| Mind | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 60% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 302 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 917% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 111 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 Dexterity stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Stealth | 1.60 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Trained Reactions |
| talent | Precise Strikes |
| talent | Phantasmal Shield |
| talent | Essence of Speed |
| talent | Shadow Combat |
| talent | Chant of Fortitude |
| talent | Shadow Feed |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to 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 lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 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 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2598. | 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, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. 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. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | 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. |
| Light source | DĂșathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
| On head | Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+5 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | stralite torque of psionic shield 'Deepsqueen' [power 131] (22 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% lightning +24% cold +9% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +27% lightning +12% darkness Setup a psionic shield, reducing all damage taken by 131 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. |
| On fingers | Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +3 Wil +10 Mag dps ---------- Spell.crit +4% Melee+ 40 light Ranged+ 40 light Dmg.mod +23% light +12% cold Res.pen +5% arcane ----- def ----- Resists +30% acid +27% fire +20% lightning +30% cold HP.reg +8.00 Stun/Frz- +50% Can be unequipped, can't be rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | 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 (+13 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. |
| Around neck | stralite amulet 'Harahell'0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +20.59% Dmg.mod +15% temporal Res.pen +15% arcane Acc +25 (+5 eff.) Melee Ret 6 physical ----- def ----- Armour +16 Defense +15 (+3 eff.) ---------- misc Masteries +0.29 Technique/Combat veteran +0.29 Corruption/Hexes Amulets make your neck look great! |
| In main hand | truestriking voratun dagger of ruin (36-47 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master Power 36.0 - 46.8 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +11.0% Crit.mult +25.00% Res.pen +9% physical Acc +11 (+2 eff.) Apr +21 Sharp, short and deadly. |
| Around waist | Emolragath the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Dex +3 Mag +6 Wil +7 Cun +4 Con ----- def ----- Defense +19 (+4 eff.) Resists +9% acid +9% fire +9% lightning +9% cold Crit.chn- 10.00% Phys.save +16 (+6 eff.) Spell.save +18 (+6 eff.) Mind.save +20 (+6 eff.) Stealth +11 ---------- misc See.Invis +9 A belt that goes around your waist. |
| In off hand | Mandible of Ungolmor (40-52 power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 65% Cun, 50% Mag, 35% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
| Cloak | elven-silk cloak 'Urthakan' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +8 Mag +9 Wil dps ---------- Dmg.mod +20% darkness Res.pen +11% darkness ----- def ----- Defense +3 (+1 eff.) Resists +20% darkness +6% mind Spell.save +19 (+7 eff.) Stealth +23 HP.reg +4.00 Blind- +20% Disease- +20% ---------- misc Max.mana +66.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+4 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 48, based on Cunning and Magic) for 10 turns. Uses 43 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
healing infusion of the sneak (heal 275; cd 12)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 275 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the wizard (heal 312; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 312 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the wizard (heal 308; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 308 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the sneak (die at -648; dur 8; cd 30)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -648 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 648 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the duelist (speed 938%; cd 18)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 938% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 995%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 995% 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. |
regeneration infusion of the duelist (heal 515; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 515 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 575; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 575 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 761; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 761 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 759; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 759 life over 5 turns. 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. |
wild infusion of the duelist (res 35%; mental; dur 4; cd 14)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
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 (85% 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. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 740 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
biting gale rune (damage 323; dur 4; cd 16)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to direct a cone of chilling stormwind doing 323.36 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 568; dur 7; cd 16)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 568 damage for 7 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (85% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Belathra0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +12 Wil dps ---------- Dmg.mod +9% blight Res.pen +20% arcane +10% blight ----- def ----- Resists +5% arcane +17% temporal Pinning- +49% Knockbk- +28% Amulets make your neck look great! |
Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +25 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all ----- def ----- Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Stun/Frz- +60% Amulets make your neck look great! |
Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.0 Pwr.cost 43 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
enraging voratun amulet of murder0.1 T5 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +9 (+2 eff.) Phys.spd +10% Dmg.mod +9% physical Acc +10 (+2 eff.) Apr +20 Amulets make your neck look great! |
starseer's voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +6% Crit.mult +18.00% Spell.pwr +20 (+4 eff.) Dmg.mod +8% temporal +8% light +13% blight +13% fire +8% physical +8% darkness Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Ethereal Form You have set the ring to grant you Ethereal Form! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
stralite fire opal ring0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Mov.spd +16% Dmg.mod +10% all Acc +10 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Blinding Speed: Puts all charms on 34 cooldown Level 4.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
quick stralite battleaxe of amnesia (42-63 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego++] Master/Psionic Power 42.0 - 63.0 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +9 Dex dps ---------- Phys.spd +10% Acc +30 (+6 eff.) Massive two-handed battleaxes. |
truestriking voratun battleaxe of persecution (55-82 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Disrupt/Master Power 55.0 - 82.5 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Against +27% Unnatural While equipped: Stats +7 Wil dps ---------- Res.pen +20% physical Acc +35 (+7 eff.) Apr +21 Massive two-handed battleaxes. |
Icy Kill (35-46 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Ragadrarig the Barkbait (51-66 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Master Power 51.0 - 66.3 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 lightning While equipped: dps ---------- Dmg.mod +9% lightning +21% nature Res.pen +15% lightning ----- def ----- Resists +18% nature Sharp, short and deadly. |
elemental voratun dagger of ruin (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Arcane/Master Power 38.0 - 49.4 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Create an explosion dealing 125 cold damage (1/turn) While equipped: dps ---------- Phys.crit +12.0% Crit.mult +27.00% Dmg.mod +25% cold Res.pen +30% cold Apr +11 Sharp, short and deadly. |
enhanced voratun dagger of crippling (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 38.0 - 49.4 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +8 Str +7 Dex +6 Mag +9 Wil +8 Cun +8 Con dps ---------- Phys.crit +14.0% Sharp, short and deadly. |
truestriking voratun dagger of corruption (37-48 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Arcane/Master Power 37.0 - 48.1 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 5 While equipped: dps ---------- Res.pen +15% physical Acc +17 (+4 eff.) Apr +14 Sharp, short and deadly. |
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 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. |
arcing iron greatsword of phasing (18-28 power, 14 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 17.5 - 28.0 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +14 Crit +2.5% Atk.spd 100% Phasing +17% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 125 damage Massive two-handed swords. |
quick voratun greatsword of massacre (84-134 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 83.5 - 133.6 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Dex dps ---------- Phys.spd +10% Acc +33 (+7 eff.) Massive two-handed swords. |
truestriking voratun greatsword of crippling (63-101 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Master Power 63.0 - 100.8 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +16.0% Res.pen +20% physical Acc +27 (+6 eff.) Apr +19 Massive two-handed swords. |
fungal dragonbone longbow of piercing4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +9 Con dps ---------- Res.pen +23% all Acc +35 (+7 eff.) Apr +14 ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 366 life over 5 turns Puts all charms on 17 cooldown Longbows are used to shoot arrows at your foes. |
mighty dragonbone longbow of enduring4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +9 Str +20 Wil +17 Con dps ---------- Phys.pwr +23 (+4 eff.) ----- def ----- Max.HP +165.00 Longbows are used to shoot arrows at your foes. |
acidic voratun longsword of torment (42-58 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane/Psionic Power 41.5 - 58.1 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Splash the target with acid dealing 209 damage over 5 turns and reducing armor and accuracy by 27 Sharp, long, and deadly. |
warbringer's voratun mace (48-66 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Master Power 47.5 - 66.5 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +12% physical ----- def ----- Disarm- +29% Blunt and deadly. |
blooming living mindstar of sand (15-16 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 15.0 - 16.5 Nature 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.) Melee+ 20 physical Dmg.mod +18% physical Res.pen +20% physical ----- def ----- Resists +16% physical Heal.mod +27% Heal/summ +60 ---------- 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. |
honing living mindstar of gales (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic 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: Stats +3 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% lightning +23% physical +16% cold Res.pen +9% physical ----- def ----- Defense +28 (+6 eff.) Resists +8% physical Pinning- +40% ---------- 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. |
caustic hardened leather sling of piercing4.0 T3 sling 1H weapon Reqs Shoot [Ego++] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +25 acid +29 nature While equipped: dps ---------- Res.pen +13% acid +15% nature +11% all Acc +12 (+3 eff.) Apr +22 Slings are used to hurl stones or metal shots at your foes. |
halfling drakeskin leather sling4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Dmg.mod +20% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane 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 (+10 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." |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, arcane element)5.0 T5 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +25% Spell.pwr +40 (+8 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (35-42 power, 0 apr, cold element)2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+6 eff.) Dmg.mod +35% cold ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
cruel dragonbone starstaff of might (30-36 power, 6 apr, physical element)5.0 T5 staff 2H weapon [Ego] Arcane/Master 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 +34% Crit.mult +18.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone vilestaff of channeling (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 +5% Spell.pwr +42 (+8 eff.) Dmg.mod +30% blight +30% fire +30% darkness +30% acid ---------- misc Mana/turn +0.33 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
impervious steel steamsaw (16-23 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 15.5 - 23.2 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +6% Phys.save +9 (+3 eff.) ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
plaguebringer's dwarven-steel steamsaw of fire resistance (+24%) (22-33 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Master/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Melee+ +14 blight On Hit: 20% Epidemic 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 34 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% Resists +24% fire Disease- +23% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
warbringer's orichalcum trident of amnesia (50-80 power, 16 apr)3.0 T5 trident 2H weapon [Ego++] Master/Psionic Power 50.0 - 80.0 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +9 Con dps ---------- Phys.pwr +16 (+3 eff.) Res.pen +16% physical ----- def ----- Disarm- +39% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced voratun waraxe of vileness (40-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane/Master Power 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +14 blight On Hit: * 28% chance to reduce strength, dexterity, and constitution by 34 While equipped: dps ---------- Acc +15 (+3 eff.) ----- def ----- Defense +13 (+3 eff.) Disarm- +36% One-handed war axes. |
enhanced voratun waraxe of massacre (56-78 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Nature/Master Power 55.5 - 77.7 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +13 Str +9 Dex +13 Mag +13 Wil +8 Cun +12 Con One-handed war axes. |
flaming voratun waraxe (41-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane Power 41.0 - 57.4 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +20 fire One-handed war axes. |
voratun waraxe of crippling (40-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 39.5 - 55.3 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +15.0% One-handed war axes. |
Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
reinforced hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +5 Cun +7 Lck ----- def ----- Armour +11 Defense +11 (+2 eff.) Phys.save +15 (+5 eff.) Stealth +9 ---------- misc T.Disarm +13 Infravis +5 A belt that goes around your waist. |
spiritwalker's drakeskin leather belt of containment1.0 T5 belt armor [Ego++] Arcane While equipped: Stats +11 Mag ----- def ----- Anom.red +14 Max.HP +130.00 ---------- misc Mana/turn +0.52 Max.mana +112.00 Max.stam +52.00 Max.hate +20.00 Max.psi +30.00 Max.vim +37.00 Max.P.En +36.00 Max.N.En +37.00 A belt that goes around your waist. |
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 (+7 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 (+3 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. |
focusing elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +7 Mag +8 Wil dps ---------- Spell.pwr +16 (+3 eff.) Dmg.mod +14% all ----- def ----- Resists +15% all ---------- misc Mana/turn +0.32 Psi/turn +0.31 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Cun dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +30% light +28% darkness ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Cun dps ---------- Spell.crit +9% Spell.pwr +10 (+2 eff.) Dmg.mod +30% light +28% darkness ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +9 Con dps ---------- Dmg.mod +25% nature ----- def ----- Resists +17% blight +13% all Max.HP +87.00 HP.reg +4.50 Heal.mod +25% Poison- +39% Disease- +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
eldritch pair of voratun boots of disengagement (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Dex +6 Mag +6 Wil +4 Cun dps ---------- Spell.crit +3% ----- def ----- Armour +5 Fatigue +4% ---------- misc Mana/turn +0.60 Max.mana +44.00 Disengage: Puts all charms on 13 cooldown Level 2.6 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
fleetfooted pair of drakeskin leather boots of speed (12 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +13 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +5 Defense +12 (+2 eff.) A pair of boots made of leather. |
scholar's pair of drakeskin leather boots of phasing (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +11 (+2 eff.) ----- def ----- Armour +5 Blink to a nearby random location (rad 15) Puts all charms on 22 cooldown A pair of boots made of leather. |
scholar'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: dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +31 (+6 eff.) Mind.pwr +17 (+6 eff.) ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of voratun boots of invasion (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Spell.pwr +12 (+2 eff.) Res.pen +15% physical ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stealthy pair of drakeskin leather boots of massiveness (0 def, 5 armour)2.0 T5 feet armor [Ego+] Master While equipped: Stats +9 Str +6 Dex +8 Con +14 Lck dps ---------- Dmg.mod +8% physical ----- def ----- Armour +5 Stealth +11 ---------- misc Size +1 A pair of boots made of leather. |
Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 39.0 - 54.6 Physical Uses 40% Cun, 40% Str, 60% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 4.0 Pwr.cost 26 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 97.55 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 38.0 - 53.2 Physical Uses 40% Dex, 40% Cun, 60% Mag 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 22 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
spellstreaming drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +12.0% Spell.crit +22% Mind.crit +12% Crit.mult +11.00% Spell.pwr +8 (+2 eff.) ----- def ----- Armour +3 ---------- misc Mana/turn +0.34 Unarmed combat: Power 35.5 - 39.1 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +9.0% Atk.spd 100% Melee+ +15 arcane On Hit: 10% Elemental Bolt 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral hardened leather gloves of sorrow (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.pwr +7 (+3 eff.) Melee+ 27 mind 42 darkness Dmg.mod +8% darkness On Hit (Melee): * 19% chance to reduce all saves and defense by 29 ----- def ----- Armour +2 Resists +11% darkness Mind.save -12 (-4 eff.) Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Reproach 3 On Hit: 20% Moonlight Ray 3 On Hit: * 11% chance to reduce damage dealt by 24% Ruined Earth: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 (+1 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. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Zubutta the Prismsin (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +13 Cun dps ---------- Crit.mult +24.94% Mind.pwr +30 (+10 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +20% light +20% darkness +6% arcane Mind.save +18 (+5 eff.) ---------- misc Equi/ret +0.24 Light +4 A cap made of leather. |
aegis elven-silk wizard hat of nature (+28%) (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane/Nature While equipped: dps ---------- Dmg.mod +19% nature ----- def ----- Defense +3 (+1 eff.) Resists +28% nature Shield.pwr +15% HP.reg +5.70 A pointy cloth hat, very wizardly... |
aegis elven-silk wizard hat of the sentry (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +3 (+1 eff.) Shield.pwr +11% HP.reg +3.80 ---------- misc Infravis +8 See.Stealth +23 See.Invis +11 Circle of Warding: (Instant) Puts all charms on 34 cooldown Level 3.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 70% and attempts to push all creatures other than yourself out of its radius, inflicting 18.22 light damage and 24.67 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
bladed voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +10 Str ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 368.2 Physical damage. If the attack hits, the target is confused (44% 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. |
cleansing drakeskin leather cap of the depths (0 def, 5 armour)2.0 T5 head armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +14% blight +17% cold +13% nature ---------- misc Breathe water A cap made of leather. |
cleansing voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +9% nature +13% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing voratun helm of strength (+10) (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: Stats +10 Str ----- def ----- Armour +5 Fatigue +5% Resists +13% nature +13% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fearwoven elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +9 (+3 eff.) Dmg.mod +17% darkness +19% physical ----- def ----- Defense +3 (+1 eff.) Resists +20% darkness +15% physical ---------- misc Max.hate +12.00 A pointy cloth hat, very wizardly... |
mindwoven elven-silk wizard hat of arcana (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Mind.crit +4% Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) ---------- misc Psi/turn +0.34 A pointy cloth hat, very wizardly... |
enlightening iron mail armour of delving (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Str +4 Wil +4 Cun ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +12% darkness +7% physical Mind.save +13 (+4 eff.) ---------- misc Light +2 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
fortifying iron mail armour of temporal resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +17% temporal Max.HP +43.00 A suit of armour made of mail. |
fortifying voratun mail armour of the deep (5 def, 16 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +6 Str +7 Con ----- def ----- Armour +16 Defense +5 (+1 eff.) Fatigue +12% Resists +15% acid +9% cold Max.HP +63.00 ---------- misc Breathe water A suit of armour made of mail. |
duelist's drakeskin leather armour of the hero (28 def, 18 armour)9.0 T5 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +8 Str +17 Dex +9 Mag +8 Wil +19 Cun ----- def ----- Armour +18 Defense +28 (+6 eff.) Fatigue +8% Max.HP +70.00 A suit of armour made of leather. |
duelist's reinforced leather armour of the hero (18 def, 12 armour)9.0 T4 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +7 Str +10 Dex +6 Mag +7 Wil +13 Cun ----- def ----- Armour +12 Defense +18 (+4 eff.) Fatigue +8% Max.HP +30.00 A suit of armour made of leather. |
marauder's drakeskin leather armour of the void (29 def, 8 armour)9.0 T5 light armor [Ego++] Arcane/Master While equipped: Stats +10 Str +9 Dex dps ---------- Melee+ 10 darkness Ranged+ 10 darkness ----- def ----- Armour +8 Defense +29 (+6 eff.) Fatigue +8% Resists +25% darkness +30% temporal Phys.save +19 (+6 eff.) Def/telep +28 Res/telep +27% Dur/telep +21% Blink to a nearby random location (rad 12) Puts all charms on 22 cooldown A suit of armour made of leather. |
radiant drakeskin leather armour of the deep (20 def, 11 armour) =water=9.0 T5 light armor [Ego++] Nature While equipped: Stats +4 Wil ----- def ----- Armour +11 Defense +20 (+4 eff.) Fatigue +8% Resists +30% blight +13% cold +20% darkness +12% acid ---------- misc Light +2 Breathe water A suit of armour made of leather. |
Cuirass of the Dark Lord (0 def, 30 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+5 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 428.40 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 22 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Monolith Armour (40 def, 50 armour)17.0 T5 massive armor Reqs Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+5 eff.) ----- def ----- Armour +50 Defense +40 (+8 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+10 eff.) Spell.save +35 (+11 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
prismatic voratun plate armour of implacability (0 def, 24 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +24 Fatigue +14% Resists +20% light +17% darkness Phys.save +10 (+4 eff.) A suit of armour made of metal plates. |
The Black Wall (12 def, 9 armour, 200 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+2 eff.) Rng.Def +15 (+3 eff.) Fatigue +28% ---------- misc Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
corrosive voratun shield of the stars (0 def, 10 armour, 200 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Mag +10 Cun +6 Con dps ---------- Dmg.mod +20% light +20% darkness On Melee Ret: * 20% chance to reduce armor by 44% ----- def ----- Armour +10 Fatigue +8% Resists +18% acid +17% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
voratun shield of crushing (0 def, 10 armour, 185.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +12 (+2 eff.) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
hateful quiver of dragonbone arrows (18/18, 52-74 power, 18 apr)3.0 T5 arrow ammo [Ego+] Psionic Power 52.5 - 73.5 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 18 Ranged+ +45 darkness Against +30% Living Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of dragonbone arrows of corruption (22/22, 52-73 power, 18 apr)3.0 T5 arrow ammo [Ego++] Arcane/Psionic Power 52.0 - 72.8 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 22 Ranged+ +56 physical On Hit: 20% Curse of Impotence 5 On Hit: * 20% chance to knock the target back 3 spaces and deal 189 physical damage Arrows are used with bows to pierce your foes to death. |
140 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
11 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
crystalomancer's voratun pickaxe (dig speed 20 turns)3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +3 Str +4 Mag dps ---------- Spell.crit +7% ---------- misc Max.mana +51.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven voratun pickaxe (dig speed 18 turns)3.0 T5 digger tool [Ego+] Nature While equipped: Stats +3 Str ----- def ----- Phys.save +9 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +8 (+3 eff.) Max.HP +75.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
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: "Home, Horrific Home"2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
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. |
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. |
5 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. |
7 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. |
preserving dwarven lantern of the zealot1.0 T5 lite [Ego++] Nature/Disrupt While equipped: Stats +5 Con ----- def ----- Resists +15% blight +3% all Spell.save +14 (+5 eff.) HP.reg +16.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 17 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
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 Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
78 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. |
25 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. |
15 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. |
10 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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. |
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. |
psychokinetic pouch of stralite shots of annihilation (20/20, 54-65 power, 15 apr)3.0 T4 shot ammo [Ego++] Master/Psionic Power 54.5 - 65.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +12.5% Capacity 20 Proj.spd +200% Ranged+ +33 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 189 physical damage Shots are used with slings to pummel your foes to death. |
self-loading pouch of voratun shots of crippling (21/21, 52-62 power, 6 apr)3.0 T5 shot ammo [Ego+] Arcane/Master Power 51.5 - 61.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +21.0% Capacity 21 Rld cld 2 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
overpowered voratun torque of gale force [power 780] (19 cooldown)2.0 T5 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 20 spaces and dealing 1092 physical damage Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
Freezepeal [power 365] (22 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +5 Str dps ---------- Crit.mult +21.45% Melee Ret 8 physical 8 cold ----- def ----- Armour +14 Resists +5% physical +12% nature +9% cold Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1050 Base Damage: 431 Armor: 40 All Resist: 40 Puts all charms on 22 cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+3 eff.) On Melee Ret: * 18% chance to slow global speed by 57% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 43 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
dragonbone totem of thorny skin [power 76] (17 cooldown)2.0 T5 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 76 and armour hardiness by 70% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 248] (13 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 278.16 temporal and 401.28 darkness damage (based on Magic). Uses 17 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
yew wand of shielding 'Eilinilewe' [power 278] (17 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +5 Str dps ---------- Phys.crit +2.0% Dmg.mod +6% physical ----- def ----- Resists +3% acid Phys.save +6 (+2 eff.) Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
15 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
26 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 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. |
2 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. |
3 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. |
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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By The Real Slim Shady the Cornac Shadowblade level 50
26th Pyre 124th year of Ascendancy at 20:36 see stats
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By The Real Slim Shady the Cornac Shadowblade level 33
52nd Regrowth 123rd year of Ascendancy at 11:25 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By The Real Slim Shady the Cornac Shadowblade level 46
76th Dusk 123rd year of Ascendancy at 20:17 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By The Real Slim Shady the Cornac Shadowblade level 33
48th Regrowth 123rd year of Ascendancy at 05:05 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By The Real Slim Shady the Cornac Shadowblade level 34
35th Pyre 123rd year of Ascendancy at 00:24 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By The Real Slim Shady the Cornac Shadowblade level 41
68th Dusk 123rd year of Ascendancy at 02:26 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By The Real Slim Shady the Cornac Shadowblade level 42
72nd Dusk 123rd year of Ascendancy at 23:58 see stats
Ay ay captain! (Nightmare (Adventure) difficulty)
Turn into a pirate!By The Real Slim Shady the Cornac Shadowblade level 19
23rd Haze 122nd year of Ascendancy at 22:13 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By The Real Slim Shady the Cornac Shadowblade level 50
21st Dusk 124th year of Ascendancy at 23:00 see stats
Bookception! (Nightmare (Adventure) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By The Real Slim Shady the Cornac Shadowblade level 50
27th Pyre 124th year of Ascendancy at 14:54 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By The Real Slim Shady the Cornac Shadowblade level 40
64th Dusk 123rd year of Ascendancy at 02:12 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By The Real Slim Shady the Cornac Shadowblade level 34
33rd Pyre 123rd year of Ascendancy at 18:28 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By The Real Slim Shady the Cornac Shadowblade level 11
6th Flare 122nd year of Ascendancy at 22:00 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By The Real Slim Shady the Cornac Shadowblade level 39
20th Dusk 123rd year of Ascendancy at 19:58 see stats
Dethroned (Nightmare (Adventure) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By The Real Slim Shady the Cornac Shadowblade level 50
29th Pyre 124th year of Ascendancy at 19:22 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By The Real Slim Shady the Cornac Shadowblade level 35
55th Pyre 123rd year of Ascendancy at 02:16 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By The Real Slim Shady the Cornac Shadowblade level 50
68th Dusk 124th year of Ascendancy at 00:20 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By The Real Slim Shady the Cornac Shadowblade level 20
25th Haze 122nd year of Ascendancy at 14:49 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By The Real Slim Shady the Cornac Shadowblade level 50
16th Pyre 124th year of Ascendancy at 19:50 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By The Real Slim Shady the Cornac Shadowblade level 50
56th Dusk 124th year of Ascendancy at 14:54 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By The Real Slim Shady the Cornac Shadowblade level 50
48th Regrowth 124th year of Ascendancy at 07:30 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By The Real Slim Shady the Cornac Shadowblade level 50
37th Dusk 124th year of Ascendancy at 18:52 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By The Real Slim Shady the Cornac Shadowblade level 38
18th Dusk 123rd year of Ascendancy at 14:28 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By The Real Slim Shady the Cornac Shadowblade level 22
41st Haze 122nd year of Ascendancy at 23:26 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By The Real Slim Shady the Cornac Shadowblade level 44
73rd Dusk 123rd year of Ascendancy at 11:55 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By The Real Slim Shady the Cornac Shadowblade level 50
34th Dusk 124th year of Ascendancy at 08:12 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By The Real Slim Shady the Cornac Shadowblade level 10
4th Mirth 122nd year of Ascendancy at 04:33 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By The Real Slim Shady the Cornac Shadowblade level 20
25th Haze 122nd year of Ascendancy at 02:17 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By The Real Slim Shady the Cornac Shadowblade level 30
42nd Regrowth 123rd year of Ascendancy at 14:21 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By The Real Slim Shady the Cornac Shadowblade level 40
21st Dusk 123rd year of Ascendancy at 02:50 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By The Real Slim Shady the Cornac Shadowblade level 50
5th Regrowth 124th year of Ascendancy at 02:11 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By The Real Slim Shady the Cornac Shadowblade level 50
4th Flare 124th year of Ascendancy at 13:51 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By The Real Slim Shady the Cornac Shadowblade level 50
23rd Regrowth 124th year of Ascendancy at 10:37 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By The Real Slim Shady the Cornac Shadowblade level 50
39th Dusk 124th year of Ascendancy at 23:32 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By The Real Slim Shady the Cornac Shadowblade level 27
10th Decay 122nd year of Ascendancy at 22:00 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By The Real Slim Shady the Cornac Shadowblade level 45
75th Dusk 123rd year of Ascendancy at 13:23 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By The Real Slim Shady the Cornac Shadowblade level 35
40th Pyre 123rd year of Ascendancy at 17:38 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By The Real Slim Shady the Cornac Shadowblade level 39
21st Dusk 123rd year of Ascendancy at 02:47 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By The Real Slim Shady the Cornac Shadowblade level 50
68th Dusk 124th year of Ascendancy at 00:19 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By The Real Slim Shady the Cornac Shadowblade level 22
41st Haze 122nd year of Ascendancy at 23:05 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By The Real Slim Shady the Cornac Shadowblade level 20
25th Haze 122nd year of Ascendancy at 05:26 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By The Real Slim Shady the Cornac Shadowblade level 7
79th Pyre 122nd year of Ascendancy at 08:24 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By The Real Slim Shady the Cornac Shadowblade level 48
39th Haze 123rd year of Ascendancy at 08:19 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By The Real Slim Shady the Cornac Shadowblade level 20
25th Haze 122nd year of Ascendancy at 05:12 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By The Real Slim Shady the Cornac Shadowblade level 50
68th Dusk 124th year of Ascendancy at 00:20 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By The Real Slim Shady the Cornac Shadowblade level 50
20th Regrowth 124th year of Ascendancy at 18:30 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By The Real Slim Shady the Cornac Shadowblade level 21
30th Haze 122nd year of Ascendancy at 14:30 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By The Real Slim Shady the Cornac Shadowblade level 50
56th Regrowth 124th year of Ascendancy at 21:24 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By The Real Slim Shady the Cornac Shadowblade level 22
59th Haze 122nd year of Ascendancy at 11:32 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By The Real Slim Shady the Cornac Shadowblade level 27
7th Allure 123rd year of Ascendancy at 20:26 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By The Real Slim Shady the Cornac Shadowblade level 18
17th Haze 122nd year of Ascendancy at 21:05 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By The Real Slim Shady the Cornac Shadowblade level 32
47th Regrowth 123rd year of Ascendancy at 22:07 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By The Real Slim Shady the Cornac Shadowblade level 50
26th Pyre 124th year of Ascendancy at 20:40 see stats
Log
Ran for 2 turns (stop reason: interesting terrain).
Connection to online server lost, trying to reconnect.
There is no portal to activate here.
The Real Slim Shady deactivates Stealth.
Ran for 2 turns (stop reason: interesting terrain).
You don't see how to get there...
Talent Stealth is ready to use.
The Real Slim Shady activates Stealth.
Ran for 3 turns (stop reason: interesting terrain).
Connection to online server established.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
The Real Slim Shady deactivates Stealth.
Saving game...
Today is the 69th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:33.
Talent Stealth is ready to use.
Today is the 70th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:10.
Saving done.
Saving game...
Saving done.























































































































































































