











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Embers of Rage 1.7.4Official Expansion!ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 50 / 1766% |
| Size | big |
| Lifes / Deaths | Killed by Layalrada the giant yellow ant at level 16 on the 26th Dusk 122nd year of Ascendancy at 19:38 0 / 9Killed by Xunn the rogue at level 18 on the 28th Haze 122nd year of Ascendancy at 07:38 Killed by Grand Corruptor at level 23 on the 77th Haze 122nd year of Ascendancy at 21:10 Killed by searing horror at level 31 on the 1st Pyre 123rd year of Ascendancy at 18:03 Killed by The Master at level 31 on the 2nd Pyre 123rd year of Ascendancy at 17:17 Killed by Glorolrata the orc high pyromancer at level 45 on the 74th Dusk 123rd year of Ascendancy at 09:00 Killed by orc pyromancer at level 46 on the 76th Dusk 123rd year of Ascendancy at 22:41 Killed by Vor, Grand Geomancer of the Pride at level 46 on the 77th Dusk 123rd year of Ascendancy at 08:16 Killed by Hypostasis of Entropy at level 50 on the 7th Pyre 124th year of Ascendancy at 17:27 |
Primary Stats
| Strength | 130 (base 60) |
| Dexterity | 114 (base 62) |
| Constitution | 88 (base 42) |
| Magic | 118 (base 60) |
| Willpower | 32 (base 16) |
| Cunning | 65 (base 17) |
Resources
| Life | -177/1782 |
| Positive | 177/177 |
| Stamina | 82/182 |
| Vim | 266/266 |
| Healing Factor | 2.0438787563804 |
| Regeneration | 47.520181085844 |
Speed
| Mental | -10.000000000005% |
| Attack | 0% |
| Movement | +45% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 5 |
| See Stealth | 65.637072247758 |
| See Invisible | 91.637072247757 |
Offense: Mainhand
| Damage | 325 |
| Accuracy | 85 |
| Crit Chance | 100% |
| APR | 45 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +86% |
| Physical | +93% |
| Temporal | +44% |
| Blight | +31% |
| Arcane | +29% |
| Mind | +35% |
| All | +17% |
Offense: Damage Penetration
| Temporal | +14% |
| Physical | +46% |
| Arcane | +12% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 55 (89.687909656376%) |
| Defense | 86 |
| Ranged Defense | 86 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 44 |
| Mental Save | 67 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Arcane | + 43%( 70%) |
| Cold | + 70%( 70%) |
| All | + 37%( 70%) |
| Lightning | + 70%( 70%) |
| Physical | + 50%( 70%) |
| Temporal | + 48%( 70%) |
| Darkness | + 47%( 70%) |
| Mind | + 51%( 70%) |
| Fire | + 47%( 70%) |
| Nature | + 62%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 99% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 38% |
| Disarm Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 690 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 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 97 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 16 up to 7 times. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 4/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Chant of Fortitude |
| talent | Trained Reactions |
| talent | Precise Strikes |
| talent | Elemental Discord |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | Your body can not function properly here, it is slowly wasting away. Each turn you take 10.00 void damage and any new debuff on you lasts 10% longer. Each turn those penalties increase until the effect is removed. Total Collapse |
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 grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by orc warrior. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Dreadfell. Escort: lost tinker (level 3 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 |
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 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: 2198. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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. |
| Quiver | Searfear the quiver of dragonbone arrows (51/54, 78-110 power, 18 apr)3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 78.5 - 109.9 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +26.0% Capacity 54 Ranged+ +30 blight +20 mind On Hit.r1 +20 fire On Crit.r2 +4 fire On Hit: * 45% chance to reduce strength, dexterity, and constitution by 31 * 20% chance to reduce all saves and defense by 23 On Crit: * Wound the target dealing 382 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +6 Arrows are used with bows to pierce your foes to death. |
| Light source | Cystkiss the dwarven lantern1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% temporal +5% arcane +9% nature Phys.save +13 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +14 (+3 eff.) Heal.mod +30% Blind- +38% Confus- +30% ---------- misc Light +10 See.Stealth +28 See.Invis +48 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Hazeraptor' (0 def, 13 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +2 Str +3 Dex +6 Con dps ---------- Res.pen +10% cold ----- def ----- Armour +13 Fatigue +5% Resists +10% fire +19% mind +19% cold Mind.save +26 (+6 eff.) Confus- +49% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Zerifast (dig speed 23 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +7 Str dps ---------- Crit.mult +20.00% Phys.pwr +9 (+1 eff.) Apr +19 ----- def ----- Defense +15 (+3 eff.) Resists +5% arcane +9% temporal Mind.save +9 (+2 eff.) Disarm- +20% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +2 Mag +3 Wil +12 Cun dps ---------- Dmg.mod +3% mind ----- def ----- Defense +14 (+3 eff.) Resists +6% temporal Max.HP +69.00 HP.reg +19.00 Heal.mod +19% Stun/Frz- +37% ---------- misc See.Invis +6 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around waist | drakeskin leather belt 'Oledehell'1.0 T5 belt armor [Random Unique] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +16 (+3 eff.) Dmg.mod +19% physical Res.pen +36% physical ----- def ----- Defense +15 (+3 eff.) Resists +6% fire +3% mind +6% nature Spell.save +12 (+4 eff.) Heal.mod +10% ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Storm Fury4.0 T5 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+8 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+6 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 158 to 316 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
| 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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | Belosin (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +8 Cun +9 Mag dps ---------- Crit.mult +11.00% Dmg.mod +6% blight +27% temporal +27% physical +24% lightning Res.pen +14% temporal +10% physical Melee Ret 2 blight ----- def ----- Resists +36% lightning +6% darkness +15% all Anom.red +13 HP.reg +4.00 Confus- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Hate/m.crit +4.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | elven-silk cloak 'Chalyzor' (3 def, 11 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Crit.mult +59.00% Spell.pwr +7 (+2 eff.) Dmg.mod +15% mind +12% arcane Res.pen +12% arcane Acc +13 (+2 eff.) Apr +8 ----- def ----- Armour +11 Defense +3 (+1 eff.) Resists +23% cold Mind.save +18 (+4 eff.) Stealth +11 ---------- misc Max.mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +8 Dex +8 Cun +25 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Mov.spd +15% Dmg.mod +20% lightning +10% all ----- def ----- Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Ignore.dmg +8% Affinity +20% lightning Amulets make your neck look great! |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of the Rift (278.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 400.32 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; blight, physical, darkness, lightning)0.1 rune 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 (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 blight, 4 physical, 5 darkness, 4 lightning 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! |
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
restful steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
Floebiter0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +2 Wil +8 Cun dps ---------- Mind.pwr +25 (+10 eff.) Dmg.mod +9% cold ----- def ----- Mind.save +6 (+1 eff.) ---------- misc Equi/ret +0.20 Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (168). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
wanderer's stralite amulet of healing0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Dex +7 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 Heal.mod +15% Cut- +70% ---------- misc Stam/turn +0.30 Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 243 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Gurin0.1 T5 amulet jewelry [Random Unique] Master While equipped: Stats +10 Dex +1 Mag +11 Cun +9 Con dps ---------- Mov.spd +10% Dmg.mod +9% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -17% Resists +3% temporal Crit.chn- 15.00% HP.reg +7.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.20 Masteries +0.33 Technique/Mobility Amulets make your neck look great! |
voratun amulet of manastreaming0.1 T5 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ---------- misc Mana/turn +0.43 Max.mana +35.00 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings make your fingers look great! |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
steel ring 'Raguregomas'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Mag dps ---------- Mind.crit +5% S.pwr/crit +10 ----- def ----- Max.HP +30.00 Disarm- +26% Pinning- +29% Knockbk- +28% ---------- misc Psi/ret +0.12 Mana/s.crit +2.00 Rings make your fingers look great! |
Aeravor the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +4.0% Crit.mult +20.00% Dmg.mod +12% physical Melee Ret 6 physical ----- def ----- Armour +6 Resists +4% physical Spell.save +15 (+5 eff.) ---------- misc Stam/turn +3.00 Max.stam +25.00 Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
gold ring 'Silarin'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Crit.mult +20.00% Dmg.mod +16% lightning Acc +15 (+3 eff.) Apr +4 Melee Ret 4 acid ----- def ----- Armour +4 Resists +32% lightning ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
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 When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 15 temporal Dmg.mod +10% physical +15% temporal ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 135.47 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
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 (+12 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. |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
voratun ring 'Xedakira'0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +11 (+5 eff.) Dmg.mod +16% nature +6% acid On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Resists +32% nature Max.HP +100.00 HP.reg +16.00 Heal.mod +19% ---------- misc Psi/ret +0.12 Max.psi +30.00 Rings make your fingers look great! |
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 Wil +10 Mag dps ---------- Spell.crit +15% Spell.pwr +48 (+12 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 200 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." |
Khulmanar's Wrath (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 238.98 fire damage, and flames will be left dealing a further 55.82 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Latafayn (68-109 power, 5 apr)3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 50% Mag, 125% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. This item has been sent to the Item's Vault. |
Dethblyd (70-112 power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 60% Mag, 130% Str Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Hydra's Bite (56-62 power, 7 apr)3.0 T4 whip 2H weapon [Unique] Nature/Master Power 56.0 - 61.6 Physical Uses 40% Dex, 50% Mag, 90% Str Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +14.0% Atk.spd 125% On Hit: 10% Lightning Breath 3 On Hit: 10% Poison Breath 3 On Hit: 10% Acid Breath 3 On Hit: * hit up to two adjacent enemies While equipped: dps ---------- Dmg.mod +12% acid +12% nature +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Blade of Distorted Time (40-56 power, 40 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 70% Mag, 90% Str Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 138 temporal damage and slows enemies in radius 6 of the target by 148% based on Magic While equipped: dps ---------- Dmg.mod +30% physical +30% temporal ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 4.0 Pwr.cost 10 out of 10/10. Range 8 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Dawn's Blade (50-70 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Light Uses 75% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Bathe in Light -5 Providence -10 Barrier -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 363.87 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Ureslak's Frozen Femur (52-73 power, 5 apr)3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Ice Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers While equipped: dps ---------- Dmg.mod +30% cold Res.pen +30% cold ----- def ----- Armour +15 Resists +45% cold A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Malediction (40-48 power, 15 apr)3.0 T4 waraxe 1H weapon [Unique] Arcane Power 40.0 - 48.0 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 50% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+4 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 100% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 50% Mag, 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 55% Dex, 70% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Orc Feller (45-58 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Master Power 45.0 - 58.5 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +8% light +10% physical ----- def ----- Pinning- +50% ---------- misc Light +1 Telepathy Humanoid/Orc During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Seeds of the Black Tree (17-19 power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 80% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+6 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+1 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 72.54 to 217.62 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Scorpion's Tail (28-31 power, 8 apr)3.0 T3 whip 1H weapon [Unique] Nature Power 28.0 - 30.8 Physical Uses 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +5.0% Atk.spd 125% Melee+ +22 bleed +22 poison On Hit: 30% Disarm 3 While equipped: dps ---------- Acc +10 (+2 eff.) ---------- misc See.Stealth +9 See.Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Skeletal Claw (55-61 power, 8 apr)3.0 T5 whip 1H weapon [Unique] Arcane Power 55.0 - 60.5 Physical Uses 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +9.0% Atk.spd 125% Melee+ +30 bleed On Crit.r2 +50 bleed On Hit: 10% Bone Grab 3 On Hit: 20% Bone Spear 4 While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Phys.spd +10% ----- def ----- Defense +12 (+3 eff.) ---------- misc Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear 4 Bone Nova: Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 267.46 physical damage, and inflicting bleeding for another 133.73 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Whip of Urh'Rok (55-61 power, 0 apr)3.0 T5 whip 1H weapon [Unique] Arcane Power 55.0 - 60.5 Devouring flames Uses 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Emarathra4.0 T4 longbow 2H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Hit: 10% Shoot 1 While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +18% temporal +18% physical Res.pen +14% temporal +12% physical Acc +14 (+2 eff.) ----- def ----- Resists +6% acid Poison- +20% Confus- +20% ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
Thaloren-Tree Longbow4.0 T5 longbow 2H weapon [Unique] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +12 Atk.spd 118% Range +10 While equipped: Stats +10 Dex +20 Wil dps ---------- Phys.crit +15.0% Mind.crit +15% Dmg.mod +30% nature +30% physical Res.pen +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
barbed quiver of ash arrows of crippling (18/18, 34-47 power, 7 apr)3.0 T2 arrow ammo [Ego++] Master Power 33.5 - 46.9 Physical Uses 50% Str, 50% Mag, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +20.5% Capacity 18 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 382 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of ash arrows (19/19, 18-24 power, 7 apr)3.0 T2 arrow ammo [Ego+] Psionic Power 17.5 - 24.5 Physical Uses 50% Str, 50% Mag, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Ranged+ +15 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 137 physical damage Arrows are used with bows to pierce your foes to death. |
Quiver of the Sun (25/25, 34-48 power, 15 apr)3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 60% Dex, 70% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. This item has been sent to the Item's Vault. |
barbed quiver of elven-wood arrows of corruption (21/21, 50-69 power, 14 apr)3.0 T4 arrow ammo [Ego++] Arcane/Master Power 49.5 - 69.3 Physical Uses 50% Str, 50% Mag, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +14.5% Capacity 21 On Hit: 20% Curse of Vulnerability 4 On Crit: * Wound the target dealing 382 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of elven-wood arrows of crippling (23/23, 60-83 power, 14 apr)3.0 T4 arrow ammo [Ego++] Master Power 59.5 - 83.3 Physical Uses 50% Str, 50% Mag, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +25.5% Capacity 23 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 382 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of dragonbone arrows of erosion (23/23, 74-104 power, 18 apr)3.0 T5 arrow ammo [Ego+] Nature/Master Power 74.5 - 104.3 Physical Uses 50% Str, 50% Mag, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +18.0% Capacity 23 Ranged+ +12 nature On Crit: * Wound the target dealing 382 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
pouch of voratun shots 'Islenn' (21/48, 64-77 power, 14 apr)3.0 T5 shot ammo [Random Unique] Arcane/Psionic Power 64.0 - 76.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +14 Crit +7.0% Capacity 48 Rld cld 5 Phasing +30% Ranged+ +4 blight +16 physical +20 mind +8 arcane On Hit.r1 +8 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 111 damage * 20% chance to knock the target back 3 spaces and deal 137 physical damage Shots are used with slings to pummel your foes to death. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+3 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 73.08 to 91.35 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Masochism (0 def, 0 armour)9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 19 Blood Grasp: Level 5.0 Pwr.cost 12 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 214.74 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+4 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+3 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Celestial/Sunlight +0.10 Spell/Wildfire +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 173.25 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
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 (+7 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. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Nerydatha1.0 T3 belt armor [Random Unique] Nature While equipped: Stats +6 Con dps ---------- Mind.pwr +5 (+2 eff.) Acc +10 (+2 eff.) Apr +1 ----- def ----- Defense +10 (+2 eff.) Resists +7% acid +7% fire +7% cold +7% lightning Mind.save +9 (+2 eff.) Die.at -40.00 life HP.reg +0.60 Heal.mod +15% A belt that goes around your waist. |
Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 51 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Drymnir the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +3 Mag +4 Cun dps ---------- Dmg.mod +24% mind Res.pen +20% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Defense +2 (+1 eff.) Crit.chn- 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Guise of the Hated (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+8 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+3 eff.) Resists +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% nature +20% cold -30% arcane +20% fire Res.Cap +10% lightning +10% darkness +10% nature +10% cold -30% arcane +10% fire Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
elven-silk cloak 'Camyyarain' (3 def, 4 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +6 Dex +7 Wil +4 Cun dps ---------- Melee Ret 6 mind ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +15% mind Heal.mod +10% Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Boltblight the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Lck +4 Dex ----- def ----- Armour +1 Resists +6% acid +3% lightning Stealth +6 Confus- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Psi/ret +0.04 Max.hate +6.00 A pair of boots made of leather. |
pair of rough leather boots 'Brodylerek' (0 def, 3 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Crit.mult +5.00% Mind.pwr +10 (+5 eff.) Dmg.mod +6% physical ----- def ----- Armour +3 Resists +6% lightning +6% temporal A pair of boots made of leather. |
pair of hardened leather boots 'Betiratta' (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +1 Str +2 Dex +7 Mag +4 Wil +3 Cun ----- def ----- Armour +3 Crit.chn- 10.00% ---------- misc Spell.cld 10% A pair of boots made of leather. |
Aereba (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Dex +3 Mag +6 Cun +2 Con dps ---------- Mov.spd +25% Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +4 Fatigue +3% ---------- misc Light +3 See.Invis +15 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Fist of the Destroyer (8 def, 0 armour)1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 11% Darkfire: Level 5.0 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 118.40 fire damage and 118.40 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
dwarven-steel gauntlets 'Stormmaim' (10 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +6% physical Res.pen +15% physical Melee Ret 6 lightning ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +3% HP.reg +4.00 ---------- misc Stam/turn +0.70 Max.stam +16.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 25 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. |
linen wizard hat 'Belyvor' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% nature Res.pen +10% physical Apr +2 ----- def ----- Defense +1 (+1 eff.) Resists +15% nature Phys.save +6 (+2 eff.) ---------- misc Max.psi +10.00 A pointy cloth hat, very wizardly... |
Silora the Brandvice (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex +7 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% fire ----- def ----- Armour +1 Fatigue +1% Crit.chn- 5.00% ---------- misc Infravis +2 A cap made of leather. |
Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% physical +10% temporal Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Crown of Eternal Night (0 def, 3 armour)2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+6 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+8 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Dragonskull Helm (0 def, 20 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% fire +15% lightning +15% cold Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
12 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
14 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
14 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 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. |
14 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
16 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. |
13 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. |
18 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
35 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. |
26 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. |
32 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
26 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
448 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. |
52 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. |
Salinne the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% all Apr +7 ----- def ----- Defense +5 (+1 eff.) Resists +12% blight Crit.chn- 10.00% Mind.save +3 (+1 eff.) Silence- +10% Confus- +20% ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Ce'Ninne the Airweeper0.0 T3 lite [Rare] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +11 (+3 eff.) Res.pen +15% lightning Melee Ret 10 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 19% ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Shadelord of the Blightspawn0.0 T3 lite [Random Unique] Arcane/Master While equipped: Stats +4 Str +1 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +9% nature +9% blight Res.pen +8% all Apr +10 Melee Ret 19 fire ----- def ----- Resists +3% nature +7% fire Spell.save +12 (+4 eff.) ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 474 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
iron pickaxe 'Lightningfist' (dig speed 40 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Mag +4 Wil dps ---------- Dmg.mod +6% nature Res.pen +10% lightning ----- def ----- Resists +3% fire +14% nature +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 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. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (0/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 786.24 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 0/25 This rod carved out of a giant spider fang continuously drips venom. |
stralite torque of mindblast [power 265] (15 cooldown)2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 358 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Delavor' [power 475] (15 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +4 Dex dps ---------- Res.pen +10% blight +20% physical +20% arcane ----- def ----- Phys.save +12 (+4 eff.) Blast the opponent's mind dealing 641 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Sootbraid the dragonbone totem of healing [power 554] (15 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +3 Wil +6 Cun +2 Con dps ---------- Res.pen +5% darkness ----- def ----- Crit.chn- 15.00% ---------- misc See.Invis +3 Heal yourself and all friendly characters within 10 spaces for 554 Puts all charms on 15 cooldown 100% to increase all damage penetration by 27% for 2 turns. 100% to reduce fatigue by 57% for 2 turns. 100% to gain a 40% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of conjuration 'Berileg' [power 105] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +3% acid +9% cold Max.HP +20.00 Blind- +20% Poison- +10% Fire a magical bolt dealing 123 fire damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of lightning storm 'Fulegorn' [power 206] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Str +6 Wil +2 Con dps ---------- Mind.crit +2% Crit.mult +10.00% Phys.pwr +10 (+2 eff.) Acc +20 (+4 eff.) ----- def ----- Mind.save +6 (+1 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 76 lightning damage and will be dazed for 1 turn (383 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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.
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 Patooie the Skeleton Archer level 18
27th Haze 122nd year of Ascendancy at 13:57 see stats
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Patooie the Skeleton Archer level 33
5th Pyre 123rd year of Ascendancy at 14:39 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Patooie the Skeleton Archer level 47
77th Dusk 123rd year of Ascendancy at 14:31 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Patooie the Skeleton Archer level 32
3rd Pyre 123rd year of Ascendancy at 21:29 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Patooie the Skeleton Archer level 36
17th Pyre 123rd year of Ascendancy at 05:19 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Patooie the Skeleton Archer level 43
22nd Dusk 123rd year of Ascendancy at 15:52 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Patooie the Skeleton Archer level 35
13rd Pyre 123rd year of Ascendancy at 16:52 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Patooie the Skeleton Archer level 13
2nd Dusk 122nd year of Ascendancy at 23:30 see stats
Demonic Invasion (Nightmare (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Patooie the Skeleton Archer level 49
57th Haze 123rd year of Ascendancy at 15:46 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Patooie the Skeleton Archer level 34
10th Pyre 123rd year of Ascendancy at 04:34 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Patooie the Skeleton Archer level 35
11st Pyre 123rd year of Ascendancy at 22:46 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Patooie the Skeleton Archer level 20
59th Haze 122nd year of Ascendancy at 17:48 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Patooie the Skeleton Archer level 50
73rd Regrowth 124th year of Ascendancy at 02:44 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Patooie the Skeleton Archer level 17
25th Haze 122nd year of Ascendancy at 14:54 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Patooie the Skeleton Archer level 27
5th Allure 123rd year of Ascendancy at 10:11 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Patooie the Skeleton Archer level 50
23rd Regrowth 124th year of Ascendancy at 02:18 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Patooie the Skeleton Archer level 45
62nd Dusk 123rd year of Ascendancy at 00:20 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 Patooie the Skeleton Archer level 27
9th Allure 123rd year of Ascendancy at 08:54 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Patooie the Skeleton Archer level 45
73rd Dusk 123rd year of Ascendancy at 01:57 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Patooie the Skeleton Archer level 38
57th Pyre 123rd year of Ascendancy at 09:33 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Patooie the Skeleton Archer level 10
9th Mirth 122nd year of Ascendancy at 15:23 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Patooie the Skeleton Archer level 20
35th Haze 122nd year of Ascendancy at 12:45 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Patooie the Skeleton Archer level 30
77th Regrowth 123rd year of Ascendancy at 04:44 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Patooie the Skeleton Archer level 40
63rd Pyre 123rd year of Ascendancy at 20:13 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Patooie the Skeleton Archer level 50
58th Haze 123rd year of Ascendancy at 20:47 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Patooie the Skeleton Archer level 44
52nd Dusk 123rd year of Ascendancy at 08:22 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Patooie the Skeleton Archer level 50
20th Regrowth 124th year of Ascendancy at 19:34 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Patooie the Skeleton Archer level 29
27th Regrowth 123rd year of Ascendancy at 04:54 see stats
Portal master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers and closed four invocation portals.By Patooie the Skeleton Archer level 50
73rd Regrowth 124th year of Ascendancy at 02:42 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Patooie the Skeleton Archer level 48
14th Haze 123rd year of Ascendancy at 14:33 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Patooie the Skeleton Archer level 26
1st Wintertide 123rd year of Ascendancy at 04:11 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Patooie the Skeleton Archer level 27
3rd Regrowth 123rd year of Ascendancy at 16:48 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Patooie the Skeleton Archer level 25
7th Decay 122nd year of Ascendancy at 14:16 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Patooie the Skeleton Archer level 34
10th Pyre 123rd year of Ascendancy at 16:04 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Patooie the Skeleton Archer level 30
80th Regrowth 123rd year of Ascendancy at 00:00 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Patooie the Skeleton Archer level 9
7th Mirth 122nd year of Ascendancy at 16:17 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Patooie the Skeleton Archer level 50
20th Regrowth 124th year of Ascendancy at 15:32 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Patooie the Skeleton Archer level 42
8th Flare 123rd year of Ascendancy at 21:44 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Patooie the Skeleton Archer level 15
22nd Dusk 122nd year of Ascendancy at 13:43 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Patooie the Skeleton Archer level 37
41st Pyre 123rd year of Ascendancy at 01:16 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Patooie the Skeleton Archer level 24
4th Decay 122nd year of Ascendancy at 22:17 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Patooie the Skeleton Archer level 16
26th Dusk 122nd year of Ascendancy at 16:47 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Patooie the Skeleton Archer level 46
77th Dusk 123rd year of Ascendancy at 08:16 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Patooie the Skeleton Archer level 31
2nd Pyre 123rd year of Ascendancy at 21:17 see stats
Log
Talent Steady Shot is ready to use.
Total Collapse from Hypostasis of Entropy hits Patooie for 4 temporal, 5 darkness (9 total damage).
The Hypostasis of Entropy seems to shudder as you absorb some antropic forces.
The Hypostasis of Entropy seems to shudder as you absorb some antropic forces.
The Hypostasis of Entropy seems to shudder as you absorb some antropic forces.
The Hypostasis of Entropy seems to shudder as you absorb some antropic forces.
Lava floor burns Patooie!
A bolt of lightning fires from Patooie's bow, striking Hypostasis of Entropy!
Lava floor hits Patooie for 63 fire damage.
Patooie hits Hypostasis of Entropy for 59 lightning damage.
Patooie activates her Rod of Spydric Poison!
Hypostasis of Entropy is poisoned and cannot move!
Shadow casts Shadow Flames.
Shadow casts Blindside.
Patooie repels an attack from Shadow.
Patooie hits Hypostasis of Entropy for 26 nature damage.
Shadow hits Patooie for 233 fire damage.
Hypostasis of Entropy loses 13 health to the entropy.
Patooie's Intuitive Shots performs a ranged critical strike against Shadow!
Shadow casts Fade.
Shadow fades!
Shadow shrugs off Patooie's 'Deep Wound'!
Patooie receives 48 healing from Blood Splash.
Spydric Poison from Patooie hits Hypostasis of Entropy for 26 nature damage.
Patooie's Intuitive Shots hits Shadow for 0 fire damage.
Patooie's Intuitive Shots hits Shadow for 1082 physical, 140 lightning, 19 blight, 14 mind, 23 fire, 5 fire (1282 total damage).
Patooie's Intuitive Shots hits Hypostasis of Entropy for 1 fire damage.
Hypostasis of Entropy hits Patooie for 243 temporal, 254 darkness (497 total damage).
Hypostasis of Entropy casts Netherblast.













































































































































































































