









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 50 / 1819% |
| Size | huge |
| Lifes / Deaths | Killed by Sawtree at level 10 on the 35th Dusk 122nd year of Ascendancy at 21:30 2 / 6Killed by worm that walks at level 13 on the 39th Dusk 122nd year of Ascendancy at 23:47 Killed by Poltergeist Eye of Summer at level 16 on the 17th Regrowth 123rd year of Ascendancy at 13:28 Killed by Poltergeist Eye of Summer at level 16 on the 17th Regrowth 123rd year of Ascendancy at 14:07 Killed by snow giant boulder thrower at level 22 on the 73rd Dusk 123rd year of Ascendancy at 06:35 Killed by Carnsea at level 50 on the 67th Regrowth 127th year of Ascendancy at 06:04 |
Primary Stats
| Strength | 199 (base 60) |
| Dexterity | 80 (base 60) |
| Constitution | 95 (base 60) |
| Magic | 51 (base 10) |
| Willpower | 53 (base 13) |
| Cunning | 50 (base 29) |
Resources
| Life | 1575/1575 |
| Mana | 0/629 |
| Stamina | 385/425 |
| Healing Factor | 1.5812106582885 |
| Regeneration | 5.799164368992 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 22.54964786986 |
| See Stealth | 52.441006431034 |
| See Invisible | 65.441006431034 |
Offense: Mainhand
| Damage | 369 |
| Accuracy | 76 |
| Crit Chance | 66% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +27% |
| Lightning | +21% |
| Light | +22% |
| Nature | +18% |
| Blight | +42% |
| Physical | +82% |
| Mind | +24% |
| All | +12% |
Offense: Damage Penetration
| Darkness | +10% |
| Fire | +50% |
| Blight | +15% |
| Physical | +17% |
| Mind | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 81.235359554753 (100%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 63 |
| Spell Save | 51 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 68%( 70%) |
| Blight | + 45%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 47%( 70%) |
| All | + 25%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 68%( 70%) |
| Physical | + 37%( 70%) |
| Mind | + 48%( 70%) |
| Darkness | + 56%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 0% |
| Blind Resistance | 34% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 920 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 268 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 11 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (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. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -911 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 911 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Two-handed assault | 1.60 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Warcries | 1.60 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Berserker's strength | 1.60 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Bloodthirst | 1.60 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.60 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat techniques | 1.60 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.60 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Carnsea. Escort: lost warrior (level 4 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1330. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Stokespar' (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +5 Con dps ---------- Dmg.mod +12% mind +6% physical Res.pen +20% mind +25% fire Melee Ret 2 mind ----- def ----- Armour +5 Fatigue +4% Resists +6% darkness ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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.(110 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | voratun helm 'Eilinira' (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +15 Str +7 Wil dps ---------- Phys.crit +4.0% Phys.pwr +37 (+6 eff.) Acc +20 (+4 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +16% physical +29% cold +25% fire +15% lightning Phys.save +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Zubysenn the Voidarc [power 325] (15 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +10% darkness +25% fire On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Resists +21% acid +12% light +9% darkness Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 970 Base Damage: 386 Armor: 40 All Resist: 40 Puts all charms on 15 cooldown 100% to increase all damage by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Adymira0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Str +8 Mag +8 Wil +16 Con dps ---------- Phys.pwr +14 (+2 eff.) Spell.pwr +13 (+4 eff.) Mov.spd +25% Dmg.mod +30% blight Res.pen +5% blight +5% mind Acc +15 (+3 eff.) ----- def ----- Defense +15 (+4 eff.) Resists +6% blight +6% arcane +6% mind Spell.save +16 (+5 eff.) ---------- misc Max.stam +40.00 Blinding Speed: Puts all charms on 24 cooldown Level 3.2 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings make your fingers look great! |
| On fingers | 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 (+1 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. |
| Around waist | Emelikira the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +6 Dex +10 Mag +11 Wil +6 Cun +10 Lck dps ---------- Spell.crit +6% Phys.pwr +10 (+1 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +21% physical Res.pen +17% physical ----- def ----- Resists +6% acid +6% darkness Mind.save +15 (+5 eff.) Stealth +15 Confus- +24% ---------- misc T.Disarm +24 Stam/turn +3.55 Infravis +10 A belt that goes around your waist. |
| In main hand | Dethblyd (182% power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 182% Range: 1.6x Uses 10% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con dps ---------- Dmg.mod +10% all ----- def ----- Resists +10% all ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
| On hands | 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 | Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+4 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+9 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 9 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 9 Armour, 13 Defense and your attacks will gain 19% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
| Cloak | cashmere cloak 'Cuthichik' (7 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Crit.mult +20.00% Phys.pwr +30 (+5 eff.) Dmg.mod +9% physical Res.pen +10% blight Phasing +30% ----- def ----- Defense +7 (+2 eff.) ---------- misc Max.mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Galenoon'0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +7 Str dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +9% lightning +24% physical +6% nature Melee Ret 4 lightning ----- def ----- Defense +25 (+7 eff.) Resists +9% nature Blind- +34% ---------- misc Max.stam +30.59 Infravis +9 Sight +2 See.Invis +13 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..." |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the titan (die at -721; dur 7; cd 30)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -721 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 721 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 997%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 997% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 355 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (362.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 405.44 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the warrior (damage 528; dur 4; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 528.42 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 58; blocks 9; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 58 up to 9 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 253; cd 10)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 253 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 36 power out of 60/60 The evilness of undeath radiates from this amulet. |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 252 strength, based on Magic) for 5 turns. Uses 15 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 22 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (145). 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. |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+3 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 18 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 15 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 36 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Velorina the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Armour +4 Resists +18% darkness +5% arcane +26% light Phys.save +9 (+2 eff.) Die.at -40.00 life Max.HP +100.00 HP.reg +4.00 Blind- +36% Amulets make your neck look great! |
starseer's stralite amulet of mastery (0.34 Technique / Conditioning)0.1 T4 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) Dmg.mod +7% darkness +4% temporal +6% light +6% physical ---------- misc Masteries +0.34 Technique/Conditioning Amulets make your neck look great! |
Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all ----- def ----- Armour +5 Resists +5% all Amulets make your neck look great! |
Vorynor0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Str dps ---------- Crit.mult +35.00% Spell.pwr +15 (+5 eff.) Dmg.mod +10% blight +10% fire Acc +9 (+2 eff.) Apr +18 ----- def ----- Cut- +20% Knockbk- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Masteries +0.40 Technique/Berserker's strength +0.40 Technique/Combat training Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 30 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. |
marksman's steel ring of the mountain (+11%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% physical Acc +6 (+1 eff.) ----- def ----- Resists +11% physical Rings make your fingers look great! |
steel onyx ring0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Str +3 Dex +7 Mag +3 Wil +7 Cun +3 Con dps ---------- Spell.pwr +8 (+3 eff.) Res.pen +20% arcane ----- def ----- Resists +12% acid Mind.save +7 (+3 eff.) Die.at -40.00 life Max.HP +46.00 HP.reg +9.00 Heal.mod +22% Confus- +23% Rings make your fingers look great! |
Siladheba the Glowdash0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +12% light +18% cold ----- def ----- Resists +18% lightning +36% cold +6% light +15% nature Mind.save +12 (+4 eff.) ---------- misc Light +3 Rings make your fingers look great! |
savage's stralite ring of warding0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Con ----- def ----- Resists +17% acid +11% fire +14% lightning +15% cold Spell.save +10 (+3 eff.) ---------- misc Max.stam +14.00 Rings make your fingers look great! |
stralite ring0.1 T4 ring jewelry [Normal] Rings make your fingers look great! |
Smolderpulverizer the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +14 Mag +8 Wil +7 Cun dps ---------- Spell.pwr +22 (+7 eff.) Dmg.mod +20% light +9% fire Res.pen +30% acid +10% fire Melee Ret 6 fire ----- def ----- Fatigue -10% Resists +46% light +6% fire ---------- misc Max.enc +40 Rings make your fingers look great! |
Ururin the Dazzlewedge0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +10 Mag +15 Wil +15 Cun dps ---------- Spell.pwr +15 (+5 eff.) Mind.pwr +11 (+4 eff.) Dmg.mod +18% lightning Melee Ret 2 blight ----- def ----- Resists +36% lightning +6% light Phys.save +18 (+5 eff.) Spell.save +18 (+6 eff.) Mind.save +16 (+6 eff.) ---------- misc Mana/s.crit +2.37 Vim/s.crit +2.37 Max.mana +20.00 Rings make your fingers look great! |
rogue's voratun ring of life0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun ----- def ----- Defense +12 (+3 eff.) Max.HP +77.00 HP.reg +13.00 Heal.mod +14% Rings make your fingers look great! |
voratun ring 'Porabeth'0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Dex +8 Mag +10 Wil +7 Cun dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +3% acid ----- def ----- Resists +35% acid +30% fire +30% lightning +24% cold Mind.save +33 (+11 eff.) Confus- +50% ---------- misc Light +1 Infravis +3 Rings make your fingers look great! |
voratun ring 'Toxinriver'0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +12 Dex +8 Mag +8 Wil +9 Cun dps ---------- Phys.crit +1.0% Phys.pwr +35 (+5 eff.) Spell.pwr +11 (+4 eff.) Acc +30 (+6 eff.) Melee Ret 4 nature ----- def ----- Resists +5% arcane Mind.save +15 (+5 eff.) Max.HP +43.00 Disarm- +50% Confus- +50% Pinning- +47% Knockbk- +50% ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
wizard's voratun ring of pilfering0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +8 Mag dps ---------- Acc +8 (+2 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Spell.save +16 (+5 eff.) Disengage: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Scorpionbait the dragonbone starstaff (147% power, 6 apr, light element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 147% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +5% Spell.pwr +25 (+8 eff.) Melee+ 37 arcane Dmg.mod +38% light Res.pen +10% temporal Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +9 Defense +11 (+3 eff.) Resists +3% nature Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +52.00 Wards +3 light Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone starstaff of channeling (136% power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +9% Phys.pwr +12 (+2 eff.) Spell.pwr +38 (+13 eff.) Dmg.mod +30% darkness Acc +13 (+3 eff.) ---------- misc Mana/turn +0.41 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 18 cooldown Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
Eksatin's Ultimatum (175% power, 25 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 175% Range: 1.5x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
quick voratun battleaxe of crippling (169% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Master Power 170% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Dex dps ---------- Phys.crit +21.0% Phys.spd +10% Acc +23 (+5 eff.) Massive two-handed battleaxes. |
Gleamransom (151% power, 2 apr) =865=5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Master Power 152% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +41 lightning +41 cold On Crit: * Wound the target dealing 389 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +30.0% Crit.mult +34.00% Phys.pwr +14 (+2 eff.) Mov.spd +45% Dmg.mod +9% light +9% arcane Res.pen +24% lightning +24% cold +5% arcane +15% temporal Apr +14 Melee Ret 6 light Massive two-handed mauls. |
The Black Maul (182% power, 15 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 182% Range: 1.5x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Acc +20 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 3.6 Pwr.cost 15 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 270% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
Voratun Hammer of the Deep Bellow (193% power, 7 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 193% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
Zereblek (182% power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 183% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +26 nature +8 acid On Crit.r2 +63 acid +124 fire +44 nature While equipped: dps ---------- Mind.crit +6% All.spd +14% Dmg.mod +6% mind Res.pen +35% acid +24% fire +27% nature +21% all Acc +35 (+7 eff.) Apr +42 On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Resists +12% mind Massive two-handed mauls. |
Colaryem (159% power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Nimbusbutcher (162% power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Master Power 163% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +20 arcane +20 temporal On Hit.r1 +12 temporal On Crit: * Wound the target dealing 389 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +17.0% Phys.pwr +19 (+3 eff.) Dmg.mod +21% lightning +15% temporal Res.pen +20% arcane ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed swords. |
Borosk's Hate (172% power, 22 apr) =859=3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Cleansewitch (172% power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 173% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 10% chance to slow global speed by 54% * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Wound the target dealing 389 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +19 Str +17 Dex +19 Mag +21 Wil +19 Cun +24 Con dps ---------- Phys.crit +20.0% Phys.pwr +21 (+3 eff.) Res.pen +21% all Acc +35 (+7 eff.) Apr +21 ----- def ----- Resists +3% light Die.at -80.00 life Heal.mod +15% Poison- +24% Massive two-handed swords. |
Kythad the voratun greatsword (192% power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 192% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 blight On Hit.r1 +27 fire On Crit: * Wound the target dealing 389 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +19.0% Phys.pwr +21 (+3 eff.) Res.pen +20% blight +17% physical Acc +24 (+5 eff.) Apr +19 ----- def ----- Defense +10 (+3 eff.) Crit.chn- 15.00% Heal.mod +10% Silence- +24% Teleport- +10% Massive two-handed swords. |
voratun greatsword 'Polildara' (182% power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 182% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +7.0% Atk.spd 100% Melee+ +16 mind On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +16 Mag +14 Wil dps ---------- Phys.crit +42.0% Crit.mult +64.00% Spell.pwr +21 (+7 eff.) Mind.pwr +15 (+5 eff.) Apr +21 Massive two-handed swords. |
scouring voratun shield of fire resistance (+16%) (0 def, 10 armour, 202.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Disrupt/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Con dps ---------- Melee+ 20 acid 25 nature On Hit (Melee): * 20 arcane resource burn On Melee Ret: * 11 arcane resource burn ----- def ----- Armour +10 Fatigue +8% Resists +16% acid +28% fire +15% nature ---------- misc Talents +1 Block Handheld deflection devices. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
steel mail armour 'Xerysevea' (12 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +8 Defense +12 (+3 eff.) Fatigue +12% Resists +17% acid +3% fire +9% blight Phys.save +3 (+1 eff.) Mind.save +6 (+2 eff.) A suit of armour made of mail. |
Ivomina the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Crit.mult +15.00% Phys.pwr +10 (+1 eff.) Dmg.mod +9% physical Melee Ret 6 blight ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +9% blight +22% fire Phys.save +12 (+3 eff.) A suit of armour made of mail. |
Goreduhor the Noonsever (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Str dps ---------- Dmg.mod +6% fire +21% physical Res.pen +25% mind Apr +2 ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +10% arcane +20% light Spell.save +25 (+8 eff.) A suit of armour made of mail. |
Cuirass of the Thronesmen (20 def, 32 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+5 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+10 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Tarrasca (0 def, 50 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+11 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 15 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
stralite plate armour 'Layidhewe' (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +2 Str +6 Mag dps ---------- Phys.crit +3.0% Res.pen +10% physical Melee Ret 4 physical ----- def ----- Armour +13 Fatigue +22% Max.HP +52.00 ---------- misc Stam/turn +3.00 A suit of armour made of metal plates. |
Cuirass of the Dark Lord (0 def, 30 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+4 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 633.36 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 15 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
The Black Plate (25 def, 35 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con ----- def ----- Armour +35 Defense +25 (+7 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+4 eff.) Spell.save +25 (+8 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression +0.20 Corruption/Wrath ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
blurring rough leather belt of unlife =Zombie=1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +9 (+3 eff.) Resists +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
noble's rough leather belt of recklessness1.0 T1 belt armor [Ego++] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +3 (+0 eff.) Against +15% Summoned ----- def ----- D.Red.from +18% Summoned A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
ravager's hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +2 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +15% physical Res.pen +11% physical ----- def ----- Mind.save +8 (+3 eff.) A belt that goes around your waist. |
Cobrasquall the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +18 Con dps ---------- Phys.pwr +25 (+4 eff.) Mind.pwr +20 (+7 eff.) Dmg.mod +6% nature ----- def ----- Resists +12% acid +9% fire +6% arcane +18% cold Phys.save +11 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +30 (+10 eff.) Heal.mod +10% ---------- misc Size +2 A belt that goes around your waist. |
Fulerorand the Wretchraze1.0 T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +6 Dex +5 Cun +6 Con dps ---------- Phys.crit +14.0% Mind.crit +15% Phys.pwr +15 (+2 eff.) Res.pen +25% nature +20% darkness ----- def ----- Armour +11 Resists +9% nature +3% darkness Phys.save +11 (+3 eff.) HP.reg +3.60 Heal.mod +30% ---------- misc Size +1 Create a temporary shield that absorbs 410 damage Puts all charms on 18 cooldown A belt that goes around your waist. |
Gluna the Vileonslaught1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +2 Cun dps ---------- Mind.crit +6% Spell.pwr +12 (+4 eff.) Mind.pwr +10 (+3 eff.) ----- def ----- Resists +12% blight +15% cold +6% nature +12% fire Mind.save +15 (+5 eff.) Anom.red +20 Max.HP +129.00 ---------- misc Psi/ret +0.12 Max.mana +71.00 Max.stam +64.00 Max.hate +20.00 Max.psi +70.00 Max.vim +34.00 Max.P.En +40.00 Max.N.En +40.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Infernobolt1.0 T5 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +5% fire +20% temporal Melee Ret 6 arcane ----- def ----- Armour +14 Defense +15 (+4 eff.) Resists +10% acid +15% temporal +10% cold +10% fire +5% arcane +25% lightning Phys.save +24 (+6 eff.) Max.HP +55.00 Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
Kilnumbra1.0 T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Dex +6 Cun +10 Lck dps ---------- Mind.pwr +12 (+4 eff.) Dmg.mod +3% temporal Res.pen +30% temporal On Hit (Melee): * 24% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal +6% fire +15% darkness +15% light Phys.save +15 (+4 eff.) Anom.red +20 Stealth +15 Max.HP +119.00 Def/telep +18 Res/telep +18% Dur/telep +18% ---------- misc T.Disarm +20 Max.mana +76.00 Max.stam +38.00 Max.hate +20.00 Max.psi +40.00 Max.vim +40.00 Max.P.En +40.00 Max.N.En +35.00 Infravis +6 A belt that goes around your waist. |
Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Polorin1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +11 Dex +12 Cun +4 Con dps ---------- Phys.crit +34.0% Mind.crit +27% Dmg.mod +9% acid Res.pen +30% physical ----- def ----- Resists +9% acid HP.reg +7.20 Heal.mod +53% A belt that goes around your waist. |
balancing drakeskin leather belt of recklessness1.0 T5 belt armor [Ego++] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +14.0% Mind.crit +9% Crit.mult +13.00% Phys.pwr +5 (+1 eff.) A belt that goes around your waist. |
cleansing drakeskin leather belt of recklessness1.0 T5 belt armor [Ego+] Disrupt/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +8.00% Phys.pwr +5 (+1 eff.) ----- def ----- Resists +11% acid +14% blight A belt that goes around your waist. |
drakeskin leather belt 'Xanalrana'1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +10 Str +7 Dex +12 Wil +6 Cun dps ---------- Phys.crit +2.0% Dmg.mod +15% mind ----- def ----- Armour +15 Defense +38 (+10 eff.) Resists +15% lightning +15% temporal Phys.save +43 (+11 eff.) Spell.save +20 (+7 eff.) Mind.save +20 (+7 eff.) Stealth +15 ---------- misc Max.psi +20.00 A belt that goes around your waist. |
ravager's drakeskin leather belt of resilience1.0 T5 belt armor [Ego+] Nature/Master While equipped: dps ---------- Dmg.mod +16% physical Res.pen +13% physical ----- def ----- Max.HP +40.00 A belt that goes around your waist. |
thick linen cloak of protection (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Harykhad the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Dex +5 Cun dps ---------- Crit.mult +20.00% ----- def ----- Defense +3 (+1 eff.) Resists +9% acid ---------- misc See.Invis +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane 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 30 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. |
Zeragorn the pair of rough leather boots (5 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Cun +2 Con dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +6% temporal Cut- +20% Rush: Puts all charms on 15 cooldown Level 3.2 Pwr.cost 15 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Naturequill the pair of voratun boots (0 def, 13 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Dex +5 Mag +4 Wil +3 Cun dps ---------- Res.pen +10% light On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Armour +13 Fatigue +4% Resists +3% blight +12% fire +3% lightning Die.at -20.00 life ---------- misc Spell.cld 10% Blink to a nearby random location (rad 12) Puts all charms on 15 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scorched Boots (4 def, 4 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+4 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Level 3.0 Pwr.cost 18 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 21.94 blight damage and is poisoned for 87.78 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
undeterred pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +5 Fatigue +4% Silence- +32% Confus- +36% Stun/Frz- +39% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 427.79 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
drakeskin leather gloves 'Sileriann' (0 def, 7 armour)1.0 T4 hands armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Armour +7 Resists +6% nature Mind.save +9 (+3 eff.) Max.HP +153.00 Silence- +10% Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic dwarven-steel gauntlets of war-making (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +10% Mind.crit +7% Crit.mult +8.00% ----- def ----- Armour +6 Fatigue +3% Mind.save +7 (+3 eff.) Max.HP +47.00 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. |
restful dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +14.00 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. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
voratun gauntlets 'Nimbusbloom' (15 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +10% lightning ----- def ----- Armour +3 Defense +15 (+4 eff.) Fatigue +5% Phys.save +16 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +12 (+4 eff.) Heal.mod +10% Silence- +20% Disarm- +35% ---------- misc Max.stam +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 18 cooldown Level 4.8 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 34% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Velenn the Flowerwolf (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +6 Dex dps ---------- Dmg.mod +12% nature +12% fire Melee Ret 2 nature ----- def ----- Armour +3 Fatigue +3% Resists +9% nature +6% fire Skullcracker: Puts all charms on 12 cooldown Level 3.9 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2646.8 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
werebeast's hardened leather cap of the bounder (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +11 Str +10 Dex +3 Cun +3 Con ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 12 cooldown Level 3.9 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2646.8 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
drakeskin leather cap 'Lisodavena' (0 def, 11 armour)2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +15 Str +16 Dex +2 Mag +4 Wil +13 Cun +9 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +11 Fatigue +5% Resists +5% arcane +6% temporal Spell.save +6 (+2 eff.) ---------- misc See.Invis +9 Skullcracker: Puts all charms on 12 cooldown Level 3.9 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2646.8 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Zanakalthoyon (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% blight +9% physical ----- def ----- Armour +3 Fatigue +5% Phys.save +14 (+4 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 27 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 302.80 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 24 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
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% cold +15% lightning Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
Flarejeer (12 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +8 Cun +10 Wil dps ---------- Dmg.mod +9% light Res.pen +15% fire Acc +11 (+2 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+3 eff.) Fatigue +5% Resists +15% blight +27% fire +26% light +20% darkness Mind.save +10 (+4 eff.) ---------- misc Stam/ret +2.30 Equi/ret +2.60 Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Growsear (7 def, 13 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +12 Str +9 Dex dps ---------- Dmg.mod +9% nature ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +5% Resists +31% darkness +15% cold +14% fire +3% mind +7% all Phys.save +27 (+7 eff.) Max.HP +40.00 Disease- +24% ---------- misc Infravis +8 Skullcracker: Puts all charms on 12 cooldown Level 3.9 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2646.8 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Pyredare (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +15 Str +2 Mag +4 Wil +5 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +9% lightning +12% fire ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +17% fire +13% lightning +15% cold Phys.save +25 (+6 eff.) ---------- misc Infravis +2 Skullcracker: Puts all charms on 12 cooldown Level 3.9 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2646.8 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Gimith' (25 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +10 Cun +8 Wil dps ---------- Spell.crit +1% S.pwr/crit +2 Dmg.mod +3% temporal Acc +12 (+3 eff.) Melee Ret 8 arcane On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +25 (+7 eff.) Fatigue +5% Resists +29% lightning +29% temporal +3% nature +15% blight Spell.save +3 (+1 eff.) Mind.save +15 (+5 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
12 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. |
15 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 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 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. |
8 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 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
8 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. |
5 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. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 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. |
18 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con 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 Mag +5 Con 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
473 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. |
45 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. |
Nightstreak the dwarven lantern1.0 T5 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Dex dps ---------- Mind.crit +12% Mind.pwr +12 (+4 eff.) Dmg.mod +14% darkness Melee Ret 4 acid 2 physical On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Armour +2 Resists +15% light +6% darkness Affinity +5% darkness Phys.save +15 (+4 eff.) Mind.save +26 (+9 eff.) Heal.mod +25% ---------- misc Stam/turn +1.00 Max.stam +30.00 Light +5 Infravis +5 See.Stealth +23 See.Invis +23 Moonlight Ray: Puts all charms on 5 cooldown Level 4.0 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 164.98 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Arubrenne'1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +5 Str +14 Wil dps ---------- Phys.crit +12.0% Crit.mult +39.00% Phys.pwr +36 (+5 eff.) Dmg.mod +9% blight On Hit (Melee): * 24% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Defense +15 (+4 eff.) Max.HP +77.00 ---------- misc Max.stam +30.00 Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Porugatira'0.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +5 Cun +8 Mag dps ---------- Spell.crit +6% Spell.pwr +23 (+8 eff.) Dmg.mod +3% mind +27% blight Res.pen +15% mind Melee Ret 30 fire 4 temporal ----- def ----- Resists +15% blight +7% fire +15% darkness ---------- misc Light +12 Infravis +5 See.Invis +15 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 45 blight damage or heals 47 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 15 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 111.49 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 111.49 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 60 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 79.50 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 450.24 fire damage (based on Magic). Uses 30 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Quenchbliss the yew totem of summon tentacle [power 255] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% acid +6% temporal +15% cold Def/telep +15 Res/telep +15% Dur/telep +15% Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 621 Base Damage: 288 Armor: 23 All Resist: 14 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
soothing yew totem of healing [power 248] (9 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 9 cooldown 100% to heal for 32. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Flameminister the dragonbone totem of healing [power 380] (9 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +18% fire Res.pen +20% fire ----- def ----- Mind.save +9 (+3 eff.) Heal yourself and all friendly characters within 10 spaces for 380 Puts all charms on 9 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage by 30% for 2 turns. 100% to increase all damage penetration by 24% 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. |
Islira the Natureradiance [power 482] (9 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +15% cold Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Resists +18% cold Heal yourself and all friendly characters within 10 spaces for 482 Puts all charms on 9 cooldown 100% to heal for 57. 100% to gain a 27% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+3 eff.) On Melee Ret: * 18% chance to slow global speed by 54% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 30 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
dragonbone totem of summon tentacle 'Flashtide' [power 340] (15 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +6% acid Res.pen +15% light Acc +25 (+5 eff.) Apr +6 Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 794 Base Damage: 373 Armor: 42 All Resist: 37 Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to gain a 40% chance to evade weapon attacks for 2 turns. 100% to heal for 110. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin 'Burnqueen' [power 55] (12 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +15% fire Res.pen +15% mind ----- def ----- Resists +6% arcane +18% fire Harden the skin for 7 turns increasing armour by 55 and armour hardiness by 70% Puts all charms on 12 cooldown 100% to increase the duration of 3 beneficial effects by 2. 100% to increase all damage penetration by 25% for 2 turns. 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin 'Ce'Nynor' [power 74] (12 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +4 Cun +3 Wil dps ---------- Acc +10 (+2 eff.) ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Hate/m.crit +2.00 Harden the skin for 7 turns increasing armour by 74 and armour hardiness by 70% Puts all charms on 12 cooldown 100% to increase all damage by 24% for 2 turns. 100% to reduce fatigue by 47% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 147 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 21 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Shinetaint the dragonbone wand of clairvoyance [power 15] (9 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +18% light Res.pen +20% light Melee Ret 6 arcane ----- def ----- Resists +5% arcane Reveal the area around you, dispelling darkness (radius 15, power 69 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 9 cooldown 100% to reduce fatigue by 50% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 169.12 temporal and 191.77 darkness damage (based on Magic). Uses 12 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Carnsea the Cornac Berserker level 34
32nd Dusk 125th year of Ascendancy at 23:57 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Carnsea the Cornac Berserker level 45
40th Pyre 126th year of Ascendancy at 18:17 see stats
Against all odds
Killed Ukruk in the ambush.By Carnsea the Cornac Berserker level 34
18th Regrowth 125th year of Ascendancy at 03:37 see stats
Arachnophobia
Destroyed the spydric menace.By Carnsea the Cornac Berserker level 37
31st Regrowth 126th year of Ascendancy at 13:13 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Carnsea the Cornac Berserker level 38
48th Regrowth 126th year of Ascendancy at 09:12 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Carnsea the Cornac Berserker level 43
9th Pyre 126th year of Ascendancy at 06:38 see stats
Brave new world
Went to the Far East and took part in the war.By Carnsea the Cornac Berserker level 36
62nd Haze 125th year of Ascendancy at 23:54 see stats
Bringer of Doom
Killed a Bringer of Doom.By Carnsea the Cornac Berserker level 12
39th Dusk 122nd year of Ascendancy at 15:04 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Carnsea the Cornac Berserker level 23
79th Dusk 123rd year of Ascendancy at 08:44 see stats
Clone War
Destroyed your own Shade.By Carnsea the Cornac Berserker level 50
49th Regrowth 127th year of Ascendancy at 09:00 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Carnsea the Cornac Berserker level 10
19th Dusk 122nd year of Ascendancy at 18:32 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Carnsea the Cornac Berserker level 35
67th Dusk 125th year of Ascendancy at 20:40 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Carnsea the Cornac Berserker level 24
15th Haze 123rd year of Ascendancy at 14:20 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Carnsea the Cornac Berserker level 50
46th Haze 126th year of Ascendancy at 09:54 see stats
Earth Master
Killed Harkor'Zun.By Carnsea the Cornac Berserker level 20
70th Dusk 123rd year of Ascendancy at 09:58 see stats
Exterminator
Killed 1000 creatures.By Carnsea the Cornac Berserker level 18
8th Flare 123rd year of Ascendancy at 01:41 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Carnsea the Cornac Berserker level 28
14th Regrowth 124th year of Ascendancy at 03:00 see stats
Fear me not!
Survived the Fearscape!By Carnsea the Cornac Berserker level 26
2nd Allure 124th year of Ascendancy at 15:45 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Carnsea the Cornac Berserker level 50
75th Haze 126th year of Ascendancy at 14:31 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Carnsea the Cornac Berserker level 49
2nd Haze 126th year of Ascendancy at 20:57 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Carnsea the Cornac Berserker level 28
19th Regrowth 124th year of Ascendancy at 20:51 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Carnsea the Cornac Berserker level 40
49th Regrowth 126th year of Ascendancy at 06:37 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Carnsea the Cornac Berserker level 46
39th Dusk 126th year of Ascendancy at 12:36 see stats
Level 10
Got a character to level 10.By Carnsea the Cornac Berserker level 10
19th Dusk 122nd year of Ascendancy at 18:32 see stats
Level 20
Got a character to level 20.By Carnsea the Cornac Berserker level 20
20th Dusk 123rd year of Ascendancy at 18:25 see stats
Level 30
Got a character to level 30.By Carnsea the Cornac Berserker level 30
10th Pyre 124th year of Ascendancy at 15:34 see stats
Level 40
Got a character to level 40.By Carnsea the Cornac Berserker level 40
49th Regrowth 126th year of Ascendancy at 01:11 see stats
Level 50
Got a character to level 50.By Carnsea the Cornac Berserker level 50
42nd Haze 126th year of Ascendancy at 16:59 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Carnsea the Cornac Berserker level 34
32nd Dusk 125th year of Ascendancy at 05:29 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Carnsea the Cornac Berserker level 46
2nd Summertide 126th year of Ascendancy at 09:50 see stats
Orcrist
Killed the leaders of the Orc Pride.By Carnsea the Cornac Berserker level 50
73rd Haze 126th year of Ascendancy at 23:10 see stats
Overpowered!
Did over 6000 damage in one attack.By Carnsea the Cornac Berserker level 50
72nd Haze 126th year of Ascendancy at 22:09 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Carnsea the Cornac Berserker level 18
24th Pyre 123rd year of Ascendancy at 00:49 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Carnsea the Cornac Berserker level 26
69th Haze 123rd year of Ascendancy at 08:13 see stats
Selfless
Won ToME by closing the Void portal using yourself as a sacrifice.By Carnsea the Cornac Berserker level 50
67th Regrowth 127th year of Ascendancy at 06:04 see stats
Size is everything
Did over 1500 damage in one attack.By Carnsea the Cornac Berserker level 27
13rd Regrowth 124th year of Ascendancy at 15:02 see stats
Size matters
Did over 600 damage in one attack.By Carnsea the Cornac Berserker level 18
1st Pyre 123rd year of Ascendancy at 20:22 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Carnsea the Cornac Berserker level 36
68th Dusk 125th year of Ascendancy at 02:00 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Carnsea the Cornac Berserker level 50
67th Regrowth 127th year of Ascendancy at 06:02 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Carnsea the Cornac Berserker level 18
67th Pyre 123rd year of Ascendancy at 23:33 see stats
That was close
Killed your target while having only 1 life left.By Carnsea the Cornac Berserker level 24
1st Haze 123rd year of Ascendancy at 02:44 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Carnsea the Cornac Berserker level 50
73rd Haze 126th year of Ascendancy at 21:03 see stats
The Rat Lich
Killed the terrible Rat Lich.By Carnsea the Cornac Berserker level 27
13rd Regrowth 124th year of Ascendancy at 15:07 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Carnsea the Cornac Berserker level 19
20th Dusk 123rd year of Ascendancy at 18:25 see stats
The Sun Still Shines
Aeryn survived the last battle.By Carnsea the Cornac Berserker level 50
67th Regrowth 127th year of Ascendancy at 06:04 see stats
The bigger the better!
Did over 3000 damage in one attack.By Carnsea the Cornac Berserker level 33
17th Regrowth 125th year of Ascendancy at 14:53 see stats
The secret city
Discovered the truth about mages.By Carnsea the Cornac Berserker level 14
17th Haze 122nd year of Ascendancy at 16:25 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Carnsea the Cornac Berserker level 41
74th Regrowth 126th year of Ascendancy at 23:04 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Carnsea the Cornac Berserker level 19
19th Dusk 123rd year of Ascendancy at 17:09 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Carnsea the Cornac Berserker level 42
6th Pyre 126th year of Ascendancy at 09:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Carnsea the Cornac Berserker level 24
79th Dusk 123rd year of Ascendancy at 17:43 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Carnsea the Cornac Berserker level 33
17th Regrowth 125th year of Ascendancy at 16:58 see stats
Log
Talent Execution is ready to use.
Talent Warshout is ready to use.
Berserker Rage's rage subsides!
Carnsea rushes out!
Carnsea performs a melee critical strike against Elandar!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Carnsea steals life from Elandar!
Carnsea hits Elandar for 3083 physical damage.
Carnsea killed Elandar!
High Sun Paladin Aeryn casts Bathe in Light.
A shield forms around Carnsea.
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn receives 51 healing from High Sun Paladin Aeryn's healing light area effect.
Carnsea receives 59 healing from High Sun Paladin Aeryn's healing light area effect.
The shield around High Sun Paladin Aeryn crumbles.
High Sun Paladin Aeryn receives 11 healing from Shield of Light.
Burning from Elandar hits High Sun Paladin Aeryn for (51 absorbed), 20 fire (20 total damage).
Talent Perfect Strike is ready to use.
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless!
New Achievement: The Sun Still Shines!
Option unlocked: New Class: Adventurer
Saving game...
Carnsea no longer revels in blood quite so much.
Saving done.









































































































































































