












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Summoner |
| Level / Exp | 45 / 57% |
| Size | big |
| Lifes / Deaths | Killed by skeleton magus at level 6 on the 78th Pyre 122nd year of Ascendancy at 22:48 4 / 3Killed by orc corruptor at level 11 on the 25th Dusk 122nd year of Ascendancy at 19:32 Killed by Voramina the orc necromancer at level 37 on the 26th Pyre 123rd year of Ascendancy at 14:09 |
| Antimagic | Follower |
Primary Stats
| Strength | 34 (base 21) |
| Dexterity | 25 (base 11) |
| Constitution | 65 (base 45) |
| Magic | 25 (base 10) |
| Willpower | 113 (base 60) |
| Cunning | 113 (base 60) |
Resources
| Life | 1350/1350 |
| Equilibrium | 70 |
| Healing Factor | 1.6141355335884 |
| Regeneration | 27.682424401041 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 7 |
| See Stealth | 79.183547476583 |
| See Invisible | 86.183547476583 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 74 |
| Crit Chance | 38% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 60 |
| Accuracy | 74 |
| Crit Chance | 38% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 69 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Lightning | +10% |
| Nature | +17% |
| Cold | +10% |
| Physical | +22% |
| Fire | +11% |
| All | +2% |
Offense: Damage Penetration
| Acid | +5% |
| Lightning | +13% |
| Nature | +15% |
| Cold | +6% |
| Physical | +25% |
| Fire | +6% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 25 (30%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 16 |
| Physical Save | 40 |
| Spell Save | 46 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Lightning | + 21%( 70%) |
| Darkness | + 26%( 70%) |
| Temporal | + 12%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 28%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Confusion Resistance | 13% |
| Instadeath Resistance | 100% |
| Blind Resistance | 61% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 303 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 40% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 751% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Master Summoner |
| talent | Elemental Harmony |
| talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by storm drake. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Willpower by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 616. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed vial of greater demon bile. * You've found the needed vampire lord fang. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed green worm. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed ice wyrm tooth. * You've found the needed ice ant stinger. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Unlightvagrant the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +5 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +4 Fatigue +3% Resists +3% blight +12% darkness Spell.save +6 (+2 eff.) Die.at -80.00 life Disease- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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 | watchleader's alchemist's lamp of health1.0 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +49.00 Blind- +37% Confus- +13% ---------- misc Light +8 See.Stealth +9 See.Invis +10 Track: Puts all charms on 34 cooldown Level 2.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather cap of knowledge (0 def, 5 armour)2.0 T5 head armor [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
| On hands | Spellhunt Remnants (3 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+2 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+3 eff.) Max.HP +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Lightningwrecker the stralite torque of gale force [power 325] (13 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Armour +4 Resists +6% blight Crit.chn- 10.00% Die.at -80.00 life Def/telep +15 Res/telep +15% Dur/telep +15% Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 396 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| On fingers | solipsist's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Max.HP +49.00 HP.reg +6.00 Heal.mod +13% Rings make your fingers look great! |
| Around neck | vitalizing gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +5 (+2 eff.) Max.HP +34.00 HP.reg +4.00 Blind- +24% ---------- misc Infravis +5 Sight +2 See.Invis +6 Amulets make your neck look great! |
| In main hand | Adoldakira the Morbusmaim (108% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature Power 108% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +9% acid +9% fire +8% cold +6% physical Res.pen +5% acid +6% fire +6% cold +5% physical Melee Ret 4 nature ----- def ----- Resists +15% acid +3% temporal +6% darkness Spell.save +6 (+2 eff.) Die.at -20.00 life Heal/summ +33 ---------- misc Max.summ +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | noble's hardened leather belt of resilience1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +6 Cun +4 Wil dps ---------- Against +27% Summoned ----- def ----- D.Red.from +25% Summoned Max.HP +30.00 A belt that goes around your waist. |
| In off hand | honing pulsing mindstar of storms (107% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Str +4 Dex +4 Mag +7 Wil +6 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 7 lightning Dmg.mod +8% lightning +7% physical Res.pen +8% lightning +5% physical ----- def ----- Resists +13% lightning +6% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | marshal's elven-silk cloak of backstabbing (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Master While equipped: Stats +4 Str +3 Con dps ---------- Crit.mult +20.00% Acc +12 (+4 eff.) Apr +8 ----- def ----- Defense +3 (+1 eff.) Phys.save +11 (+4 eff.) Stealth +8 Max.HP +88.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xeronn (20 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Mag +5 Wil +6 Cun dps ---------- Res.pen +15% physical ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +20% cold Mind.save +18 (+5 eff.) Die.at -40.00 life Max.HP +62.00 HP.reg +6.90 Heal.mod +13% ---------- misc Infravis +1 A suit of armour made of leather. |
Inventory
healing infusion (heal 66; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 66 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (111). 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. |
Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.0 Pwr.cost 43 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
gold ruby ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Str +4 Dex +8 Mag +4 Wil +9 Cun +4 Con dps ---------- Spell.pwr +10 (+2 eff.) Rings make your fingers look great! |
titan's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+4 eff.) Max.HP +72.00 HP.reg +9.00 Heal.mod +10% Rings make your fingers look great! |
blazebringer's voratun battleaxe of torment (169% power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Nature/Psionic Power 169% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +69 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- All.spd +5% Res.pen +24% fire Massive two-handed battleaxes. |
slime-covered voratun battleaxe of enduring (170% power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Nature/Disrupt Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 16% chance to slow global speed by 67% While equipped: Stats +14 Con +17 Wil ----- def ----- Max.HP +121.00 Massive two-handed battleaxes. |
Eilinoma the voratun dagger (148% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane/Master Power 148% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 While equipped: Stats +5 Con dps ---------- Phys.pwr +14 (+5 eff.) Dmg.mod +9% physical Res.pen +8% all +27% physical Acc +34 (+11 eff.) Apr +14 ----- def ----- Disarm- +31% ---------- misc Max.stam +30.00 Sharp, short and deadly. |
elemental voratun dagger of ruin (146% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Arcane/Master Power 146% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Phys.crit +9.0% Crit.mult +20.00% Dmg.mod +14% fire Res.pen +10% fire Apr +12 Sharp, short and deadly. |
stormbringer's stralite dagger of massacre (149% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature/Master Power 149% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +23 lightning +31 cold While equipped: dps ---------- Mov.spd +34% Res.pen +12% lightning +16% cold Sharp, short and deadly. |
truestriking voratun dagger of rage (145% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Master Power 145% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +7 Str dps ---------- Dmg.mod +10% physical Res.pen +13% physical Acc +30 (+10 eff.) Apr +7 Sharp, short and deadly. |
voratun dagger of evisceration (146% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Power 146% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+3 eff.) Sharp, short and deadly. |
warbringer's voratun mace of evisceration (154% power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego++] Master Power 154% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Con dps ---------- Phys.crit +8.0% Phys.pwr +23 (+8 eff.) Res.pen +11% physical ----- def ----- Disarm- +35% Blunt and deadly. |
Eyal's Will (124% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 124% Range: 1.1x Uses 60% Wil, 20% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+5 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 69.22 slime damage for 13 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
blooming living mindstar of storms (113% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +2 Dex +4 Mag +3 Wil +4 Cun +4 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 16 lightning Dmg.mod +15% lightning Res.pen +8% lightning ----- def ----- Resists +17% lightning Heal.mod +18% Heal/summ +35 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Gilaharador (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Master Power 136% 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 ---------- Spell.crit +18% Crit.mult +17.00% Spell.pwr +30 (+7 eff.) Dmg.mod +6% acid +30% cold +9% blight Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Resists +9% acid ---------- misc Mana/turn +0.79 Max.mana +100.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff of power (136% power, 6 apr, arcane element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 136% 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 ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +30 (+7 eff.) Melee+ 28 fire Dmg.mod +30% arcane ---------- misc See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone vilestaff of fate (136% power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 136% 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 +10.0% Spell.crit +10% Spell.pwr +22 (+5 eff.) Melee+ 43 arcane Dmg.mod +30% fire ----- def ----- Phys.save +12 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Max.mana +111.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone starstaff of greater warding (136% power, 6 apr, light element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 136% 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 ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% light ----- def ----- Armour +9 Defense +9 (+4 eff.) ---------- misc Mana/turn +0.21 Max.mana +64.00 Wards +3 light Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
caustic voratun steamgun of true flight4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego++] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +21 acid +18 nature Uses 2.0 Steam While equipped: dps ---------- Phys.crit +8.0% Res.pen +13% acid +17% nature Acc +12 (+4 eff.) Apr +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
flaming stralite waraxe of evisceration (139% power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Arcane/Master Power 139% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +17 fire On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) One-handed war axes. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+5 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+7 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
ancient elven-silk robe of the mind (+25%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +16% temporal +25% mind +28% physical Res.pen +11% temporal +10% physical ----- def ----- Resists +25% mind +15% all Anom.red +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of protection (3 def, 3 armour)2.0 T5 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +15% all Phys.save +20 (+7 eff.) Spell.save +26 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +5 Str +6 Mag +5 Wil dps ---------- Dmg.mod +15% lightning +16% physical +15% cold ----- def ----- Resists +9% lightning +8% cold +10% blight +13% all Max.HP +54.00 HP.reg +2.30 Heal.mod +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Normal] While equipped: ----- def ----- Armour +5 A pair of boots made of leather. |
restful dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +8 (+2 eff.) Melee+ 6 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +6% arcane HP.reg +2.00 ---------- misc Stam/turn +1.20 Max.stam +19.00 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. |
catburglar's drakeskin leather cap of the bounder (0 def, 5 armour)2.0 T5 head armor [Ego++] Master While equipped: Stats +6 Str +12 Dex ----- def ----- Armour +5 Fatigue +5% Resists +18% darkness ---------- misc Infravis +5 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 82.8 Physical damage. If the attack hits, the target is confused (32% 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. |
fearwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +7 Mag +4 Con dps ---------- Mind.crit +1% Mind.pwr +6 (+2 eff.) Dmg.mod +13% physical +12% arcane +12% darkness ----- def ----- Defense +3 (+1 eff.) Resists +16% darkness +6% physical ---------- misc Max.hate +8.00 Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 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. A pointy cloth hat, very wizardly... |
thaloren voratun helm of ire (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +3 Wil +3 Con ----- def ----- Armour +5 Fatigue +5% Resists +14% blight Phys.save +11 (+4 eff.) Mind.save +17 (+5 eff.) Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
radiant voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +26% blight +27% darkness Max.HP +55.00 HP.reg +7.00 Heal.mod +15% ---------- misc Light +1 A suit of armour made of mail. |
radiant voratun mail armour of the deep (5 def, 12 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature While equipped: Stats +4 Wil ----- def ----- Armour +12 Defense +5 (+2 eff.) Fatigue +12% Resists +10% acid +7% cold +21% darkness +23% blight ---------- misc Light +2 Breathe water A suit of armour made of mail. |
drakeskin leather armour of Eyal (20 def, 8 armour)9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Max.HP +59.00 HP.reg +5.00 Heal.mod +16% A suit of armour made of leather. |
duelist's drakeskin leather armour of the wind (39 def, 14 armour)9.0 T5 light armor [Ego++] Master While equipped: Stats +6 Cun +9 Dex dps ---------- Phys.crit +6.0% Apr +12 ----- def ----- Armour +14 Defense +39 (+16 eff.) Fatigue +8% ---------- misc Stam/turn +0.90 Second Wind: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 143 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
searing drakeskin leather armour of acid resistance (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 15 acid 18 fire Melee Ret 11 acid 12 fire ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +40% acid +17% fire A suit of armour made of leather. |
windwalling voratun shield of shrapnel (0 def, 10 armour, 201 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 166 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +13% physical Shield.near.proj +110 Proj.slow +16% ---------- misc Talents +1 Block Handheld deflection devices. |
6 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. |
46 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. |
12 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
14 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 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. |
10 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. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of the Iron Throne (dig speed 16 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Max.HP +27.00 ---------- misc Max.stam +18.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 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. |
6 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Hellsbiter1.0 T3 lite [Rare] Nature While equipped: Stats +2 Dex +6 Wil dps ---------- Res.pen +15% fire Melee Ret 10 fire ----- def ----- Max.HP +42.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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.(159 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
dreamer's dwarven lantern of the zealot1.0 T5 lite [Ego++] Disrupt/Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +8 (+2 eff.) ----- def ----- Resists +3% all Spell.save +12 (+4 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
void-walker's dwarven lantern of the sun1.0 T5 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +7% cold +10% darkness +7% temporal Affinity +5% light Def/telep +13 Res/telep +10% Dur/telep +17% ---------- misc Light +7 Sun Flare: Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 44.89 light damage. At talent level 3 you gain 9% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
3 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. |
13 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 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
barbed pouch of voratun shots of torment (18/18, 171% power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego++] Master/Psionic Power 171% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +17.0% Capacity 18 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of crippling (21/21, 166% power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego++] Master/Psionic Power 166% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +14.0% Capacity 21 Ranged+ +26 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 263 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
overpowered voratun torque of psionic shield [power 207] (33 cooldown)2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 207 for 5 turns Puts all charms on 33 cooldown Torques are made by powerful psionics to store psionic powers. |
soothing dragonbone totem of thorny skin [power 72] (17 cooldown)2.0 T5 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 72 and armour hardiness by 70% Puts all charms on 17 cooldown 100% to heal for 85. Natural totems are made by powerful wilders to store nature power. |
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. |
warded dragonbone wand of shielding [power 434] (17 cooldown)2.0 T5 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +4 lightning +4 mind +4 light +5 darkness Talents +1 Ward Create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 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. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
8 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 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. |
8 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. |
3 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. |
3 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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Summoner the Shalore Summoner level 33
55th Regrowth 123rd year of Ascendancy at 20:30 see stats
Against all odds
Killed Ukruk in the ambush.By Summoner the Shalore Summoner level 33
54th Regrowth 123rd year of Ascendancy at 04:06 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Summoner the Shalore Summoner level 11
25th Dusk 122nd year of Ascendancy at 20:54 see stats
Arachnophobia
Destroyed the spydric menace.By Summoner the Shalore Summoner level 36
4th Pyre 123rd year of Ascendancy at 17:30 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 Summoner the Shalore Summoner level 43
33rd Dusk 123rd year of Ascendancy at 10:13 see stats
Brave new world
Went to the Far East and took part in the war.By Summoner the Shalore Summoner level 36
80th Regrowth 123rd year of Ascendancy at 10:49 see stats
Bringer of Doom
Killed a Bringer of Doom.By Summoner the Shalore Summoner level 26
4th Allure 123rd year of Ascendancy at 15:09 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Summoner the Shalore Summoner level 18
2nd Haze 122nd year of Ascendancy at 11:34 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Summoner the Shalore Summoner level 9
6th Flare 122nd year of Ascendancy at 10:10 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Summoner the Shalore Summoner level 34
73rd Regrowth 123rd year of Ascendancy at 17:30 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Summoner the Shalore Summoner level 19
14th Haze 122nd year of Ascendancy at 15:17 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Summoner the Shalore Summoner level 38
32nd Pyre 123rd year of Ascendancy at 12:12 see stats
Earth Master
Killed Harkor'Zun.By Summoner the Shalore Summoner level 25
2nd Wintertide 123rd year of Ascendancy at 05:25 see stats
Exterminator
Killed 1000 creatures.By Summoner the Shalore Summoner level 18
1st Haze 122nd year of Ascendancy at 00:30 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Summoner the Shalore Summoner level 27
28th Regrowth 123rd year of Ascendancy at 01:07 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Summoner the Shalore Summoner level 33
63rd Regrowth 123rd year of Ascendancy at 08:01 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 Summoner the Shalore Summoner level 44
33rd Dusk 123rd year of Ascendancy at 11:53 see stats
Level 10
Got a character to level 10.By Summoner the Shalore Summoner level 10
8th Dusk 122nd year of Ascendancy at 01:00 see stats
Level 20
Got a character to level 20.By Summoner the Shalore Summoner level 20
15th Haze 122nd year of Ascendancy at 07:08 see stats
Level 30
Got a character to level 30.By Summoner the Shalore Summoner level 30
38th Regrowth 123rd year of Ascendancy at 10:14 see stats
Level 40
Got a character to level 40.By Summoner the Shalore Summoner level 40
53rd Pyre 123rd year of Ascendancy at 22:08 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Summoner the Shalore Summoner level 20
21st Haze 122nd year of Ascendancy at 01:02 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Summoner the Shalore Summoner level 27
4th Regrowth 123rd year of Ascendancy at 15:00 see stats
Size matters
Did over 600 damage in one attack.By Summoner the Shalore Summoner level 26
1st Regrowth 123rd year of Ascendancy at 10:34 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Summoner the Shalore Summoner level 35
74th Regrowth 123rd year of Ascendancy at 07:18 see stats
The Arena
Unlocked Arena mode.By Summoner the Shalore Summoner level 8
6th Mirth 122nd year of Ascendancy at 12:43 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Summoner the Shalore Summoner level 20
29th Haze 122nd year of Ascendancy at 06:06 see stats
The secret city
Discovered the truth about mages.By Summoner the Shalore Summoner level 11
11st Dusk 122nd year of Ascendancy at 01:15 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Summoner the Shalore Summoner level 26
4th Allure 123rd year of Ascendancy at 19:49 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Summoner the Shalore Summoner level 18
1st Haze 122nd year of Ascendancy at 23:02 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Summoner the Shalore Summoner level 32
53rd Regrowth 123rd year of Ascendancy at 17:27 see stats
Log
Summoner receives 53 healing.
Fire drake's devouring flames area effect hits Summoner for (11 antimagic), 0 fire (0 total damage).
Fire drake's devouring flames area effect hits Fire drake for 1 fire damage.
Fire drake's devouring flames area effect hits Fire drake hatchling for 1 fire damage.
Fire drake's devouring flames area effect hits Summoner for (11 antimagic), 0 fire (0 total damage).
Fire drake's devouring flames area effect hits Fire drake for 1 fire damage.
Fire drake's devouring flames area effect hits Fire drake hatchling for 1 fire damage.
Fire drake's devouring flames area effect hits Summoner for (11 antimagic), 0 fire (0 total damage).
Fire drake's devouring flames area effect hits Fire drake for 1 fire damage.
Fire drake's devouring flames area effect hits Fire drake hatchling for 1 fire damage.
Talent Minotaur is ready to use.
Fire drake's devouring flames area effect hits Summoner for (11 antimagic), 0 fire (0 total damage).
Fire drake's devouring flames area effect hits Fire drake hatchling for 1 fire damage.
Fire drake's devouring flames area effect hits Fire drake for 1 fire damage.
Fire drake's devouring flames area effect hits Fire drake hatchling for 1 fire damage.
Summoner is no longer attuned.
Resting starts...
Your summoned fire drake hatchling disappears.
Your summoned fire drake hatchling disappears.
Your summoned fire drake hatchling disappears.
Your summoned fire drake disappears.
Talent Fire Drake is ready to use.
Talent Hydra is ready to use.
Talent Antimagic Zone is ready to use.
Rested for 99 turns (stop reason: all resources and life at maximum).




























































































































