Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Golem Can Pass 1.6.0Fixes an apparent bug in game releases 1.6.0 thru 1.7.6, restoring the ability of Alchemist golems (and other NPCs) to displace and push past non-hostile NPCs. [NOTE: We anticipate/hope that the relevant bug will be fixed in a future game release, at which time this addon will be officially deprecated.] Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Revised Staff Combat 1.7.4Overloads Spell/Staff Combat to make some of it more useful. Race: Leprechaun 1.7.4Adds leprechauns as a new race. They are especially lucky and cunning magical halflings. Stat modifiers: -3 Strength, +3 Magic, +3 Cunning, and +10 Luck Racial talent tree: https://github.com/Werekracken/tome-leprechaun Changelog Runed Shields 1.7.4Adds the 'Runed Shield' ego for shields, which grants a chance to cast spells on block. This can only trigger once per turn. Buy Survival category in Last Hope 1.7.4Lets you buy Cunning/Survival at the weapon shops in Last Hope. Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics:
More tinkers may be added in future versions. Exotic Weapons Highest Stat Only 1.7.0Changes Exotic Weapons Mastery to use the highest of strength or dexterity, since the two weapons that use Exotic only use one stat each. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Shorter East 1.7.4Based on "Shorter Dungeons Redux", this simply removes 1 floor from Rak'shor and Grushnak prides, 2 floors from Gorbat and Vor, and 5 floors from Highpeak, without changing the exp gains or anything else. Acid Trees for Archmage 1.7.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.6Donators/Buyers bonus! Necro Escort 1.7.2Adds a necromancer escort. Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Smarter Rest 1.7.6智能休息: Rest becomes smarter: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
Naloren pack no NPC psions 1.7.0Prevents the psion class from nsrr's Naloren pack from spawning on enemies (on my last characters half of all rares that were a threat to me were psions) 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 Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Anteroom at lvl 25 1.7.4All this addon does is make Anteroom of Agony not abduct you before lvl 25. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Storm Knight |
Level / Exp | 50 / 1754% |
Size | medium |
Lifes / Deaths | Killed by snow giant thunderer at level 23 on the 69th Haze 122nd year of Ascendancy at 09:15 4 / 3Killed by Yvytha the corrupted plasmic disruptor at level 31 on the 41st Regrowth 123rd year of Ascendancy at 03:15 Killed by Supercell at level 45 on the 1st Dusk 123rd year of Ascendancy at 08:32 |
Primary Stats
Strength | 38 (base 12) |
Dexterity | 111 (base 66) |
Constitution | 27 (base 16) |
Magic | 116 (base 63) |
Willpower | 89 (base 60) |
Cunning | 74 (base 33) |
Resources
Life | 975/975 |
Essence | 100/100 |
Healing Factor | 1.1386945338482 |
Regeneration | 31.029426047364 |
Speed
Mental | +53% |
Attack | +14% |
Movement | +95% |
Spell | +14% |
Global | +110% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 7 |
See Stealth | 60.521499922351 |
See Invisible | 70.521499922351 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 154 |
Accuracy | 93 |
Crit Chance | 106% |
APR | 53 |
Speed | 0.65 |
Offense: Offhand
Damage | 154 |
Accuracy | 93 |
Crit Chance | 106% |
APR | 53 |
Speed | 0.65 |
Offense: Spell
Spellpower | 81 |
Crit Chance | 100% |
Speed | 0.87719298245614 |
Cooldown Reduction | 22 |
Offense: Mind
Mindpower | 76 |
Crit Chance | 48% |
Speed | 0.87719298245614 |
Offense: Damage Bonus
Blight | +49% |
Arcane | +33% |
Cold | +41% |
All | +7% |
Lightning | +93% |
Temporal | +22% |
Mind | +13% |
Physical | +41% |
Fire | +16% |
Nature | +25% |
Offense: Damage Penetration
Lightning | +92% |
Physical | +92% |
Nature | +25% |
Arcane | +12% |
Cold | +35% |
All | 0% |
Defense: Base
Armour (hardiness) | 70 (100%) |
Defense | 80 |
Ranged Defense | 80 |
Fatigue | 17 |
Physical Save | 64 |
Spell Save | 63 |
Mental Save | 63 |
Defense: Resistances
Acid | + 44%( 78%) |
Physical | + 37%( 74%) |
Cold | + 43%( 78%) |
All | + 14%( 78%) |
Darkness | + 29%( 78%) |
Mind | + 16%( 78%) |
Arcane | + 18%( 78%) |
Fire | + 45%( 78%) |
Lightning | + 90%( 90%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 42% |
Pinning Resistance | 85% |
Silence Resistance | 73% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 29 up to 8 times. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 680 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 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 299 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 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 161 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -748 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 748 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Spell / Storm Walker | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Spell / Storm Invocation | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Storm Warrior | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Wizard Knight | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Spell / Dancing Weapon | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Weapons Master | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat Casting | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Technique / Flexible Combat Training | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Spell / Arcana | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Weapondance |
talent | Eldritch Combat |
talent | Chant of Fortress |
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 lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Norgos Lair. Escort: lost sun paladin (level 1 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving the Naloren. * The owner of the Seaforge may now be able to offer you some special services. | 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 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: 1860. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism 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. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have 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 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Salawen the Shockrune (0 def, 3 armour) Salawen the Shockrune (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% lightning Res.pen +10% cold Melee Ret 4 lightning 4 fire 4 cold ----- def ----- Armour +3 Resists +6% lightning +6% fire Silence- +35% Confus- +32% Stun/Frz- +34% A pair of boots made of leather. |
Light source | Islora the alchemist's lamp Islora the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +8 Wil dps ---------- Phys.crit +5.0% Spell.crit +4% Crit.mult +46.00% Phys.pwr +7 (+1 eff.) Dmg.mod +12% blight ----- def ----- Resists +5% arcane ---------- misc Mana/turn +0.16 Max.hate +10.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | drakeskin leather cap 'Kindlekarma' (0 def, 5 armour) drakeskin leather cap 'Kindlekarma' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +5 Cun +9 Lck dps ---------- Phys.crit +7.0% Spell.crit +8% Mind.crit +8% Dmg.mod +9% fire Apr +6 Melee Ret 2 arcane 4 fire On Hit (Melee): * 10% chance to slow global speed by 70% ----- def ----- Armour +5 Fatigue +5% Resists +31% fire +14% cold A cap made of leather. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 36.0 - 50.4 Physical Uses 0% Dex, 0% Cun, 120% Mag 0% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | Ichoredge the dwarven-steel torque of mindblast [power 235] (11 cooldown) Ichoredge the dwarven-steel torque of mindblast [power 235] (11 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% nature +15% cold Res.pen +25% nature On Hit (Melee): * 20% chance to slow global speed by 70% ----- def ----- Resists +6% acid +9% lightning Blast the opponent's mind dealing 265 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Ring of the War Master Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | stralite Windborne Azurite ring stralite Windborne Azurite ring0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +16 Cun +16 Dex dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +11 (+2 eff.) Mov.spd +15% Dmg.mod +20% lightning +9% cold +6% mind Res.pen +25% cold Acc +12 (+2 eff.) ----- def ----- Resists +3% mind Ignore.dmg +8% Affinity +20% lightning Silence- +38% ---------- misc Mana/turn +0.33 Rings make your fingers look great! |
Around neck | Pendant of the Deep Pendant of the Deep0.1 T1 amulet jewelry [Unique] Arcane While equipped: Stats +8 Wil +8 Mag dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold ---------- misc Mana/turn +0.50 On Spell Hit: 15% Ice Shards 1 The coral pendant on this amulet seems to be imbued with the intense cold of the abyssal depths. |
In main hand | Windshear (40-52 power, 9 apr) Windshear (40-52 power, 9 apr)1.0 T5 dagger 1H weapon [Unique] Arcane With both her weapons, Kaeli was said to be able to act faster than most. The set is complete. Power 40.0 - 52.0 Physical Uses 0% Dex, 90% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +4 Dex +4 Mag +4 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Crit.mult +10.00% All.spd +5% Phys.spd +15% Melee+ 20 Storm Dmg.mod +5% lightning +5% physical Res.pen +10% lightning +10% physical A dagger with a blade that seems composed of tightly focused wind, this was one of the weapons of Kaeli Eagleheart in the Age of Dusk. It was said to let the wielder strike with the speed of the wind. After Kaeli passed away, the dagger was wielded by other storm knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
Around waist | Ivirenne the drakeskin leather belt Ivirenne the drakeskin leather belt1.0 T5 belt armor [Rare] Psionic While equipped: dps ---------- Spell.crit +6% Crit.mult +20.20% Mind.pwr +12 (+3 eff.) Dmg.mod +30% blight +15% temporal +12% arcane ----- def ----- Phys.save +12 (+3 eff.) ---------- misc Vim/s.crit +2.02 A belt that goes around your waist. |
In off hand | Stormstrike (40-52 power, 9 apr) Stormstrike (40-52 power, 9 apr)1.0 T5 dagger 1H weapon [Unique] Arcane With both her weapons, Kaeli was said to be able to act faster than most. The set is complete. Power 40.0 - 52.0 Lightning Uses 0% Dex, 90% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to chain among nearby targets While equipped: Stats +4 Dex +4 Mag +4 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Crit.mult +10.00% All.spd +5% Melee+ 20 Storm Dmg.mod +5% lightning +5% physical Res.pen +10% lightning +10% physical A dagger with a blade that seems composed of a bolt of lightning, this was one of the weapons of Kaeli Eagleheart in the Age of Dusk. It was said to send an arc of lightning chaining among the wielder's enemies with every hit. After Kaeli passed away, the dagger was wielded by other storm knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
Cloak | Zubonor (3 def, 4 armour) Zubonor (3 def, 4 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Dex +9 Cun dps ---------- Spell.crit +5% Crit.mult +47.00% Spell.pwr +10 (+2 eff.) Dmg.mod +14% arcane Res.pen +12% arcane Acc +15 (+3 eff.) Apr +12 ----- def ----- Armour +4 Defense +3 (+1 eff.) Stealth +10 ---------- misc Max.mana +77.00 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | voratun mail armour 'Bleakterror' (5 def, 22 armour) voratun mail armour 'Bleakterror' (5 def, 22 armour)14.0 T5 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Crit.mult +23.45% Phys.pwr +10 (+2 eff.) Dmg.mod +12% nature +24% lightning Apr +4 On Hit (Melee): * 23% chance to reduce damage dealt by 33% ----- def ----- Armour +22 Defense +5 (+1 eff.) Fatigue +12% Resists +30% acid +18% darkness A suit of armour made of mail. |
Inventory
heroism infusion of the duelist (die at -566; dur 6; cd 25) heroism infusion of the duelist (die at -566; dur 6; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 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 6 turns. While Heroism is active, you will only die when reaching -566 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 566 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -545; dur 7; cd 35) heroism infusion of the warrior (die at -545; dur 7; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 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 -545 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 545 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 622%; cd 11) movement infusion of the sneak (speed 622%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 622% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 574%; cd 11) movement infusion of the titan (speed 574%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 574% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 362; 12 cd) regeneration infusion of the psychic (heal 362; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (506.00 temporal damage, removed from time 4 turns) Rune of the Rift (506.00 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 11 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Inflicts 617.32 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 8; phase 23; cd 12) blink rune of the duelist (range 8; phase 23; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport up to 8 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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 9; phase 26; cd 16) blink rune of the duelist (range 9; phase 26; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport up to 9 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 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 21; cd 16) shatter afflictions rune (absorb 21; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 21 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 48; blocks 4; dur 4; cd 17) stormshield rune (threshold 48; blocks 4; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 4 times. 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 22; blocks 6; dur 4; cd 16) stormshield rune of the warrior (threshold 22; blocks 6; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 13 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 22 up to 6 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 (range 41; cd 19) teleportation rune (range 41; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 41 with a minimum range of 15. 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 Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Angolwen Academy Training Token Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Armasamnir the Murkwill Armasamnir the Murkwill0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% nature +18% blight Res.pen +20% blight On Hit (Melee): * 20% chance to slow global speed by 70% * 20% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Resists +12% blight +15% fire +18% light +22% darkness Blind- +28% Amulets make your neck look great! |
Duskarc the steel amulet Duskarc the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +25% blight Melee Ret 4 temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 35 * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 33% ----- def ----- Fatigue -6% Resists +18% blight HP.reg +3.00 Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.5 Pwr.cost 25 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 450 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Gleamworth the gold amulet Gleamworth the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Crit.mult +20.00% Mind.pwr +20 (+4 eff.) Dmg.mod +3% mind ----- def ----- Resists +3% light ---------- misc Hate/m.crit +2.00 Amulets make your neck look great! |
Torchstone the voratun amulet Torchstone the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Dex +9 Cun +17 Lck dps ---------- Dmg.mod +9% acid +15% fire Acc +17 (+3 eff.) ----- def ----- Defense +11 (+2 eff.) Resists +18% fire Unseen.red 17% Amulets make your neck look great! |
Vox Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
copper amulet of constitution (+2) copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
copper amulet of magic (+3) copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
enraging voratun amulet of murder enraging voratun amulet of murder0.1 T5 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +16.00% Phys.pwr +8 (+2 eff.) Phys.spd +10% Dmg.mod +9% physical Acc +10 (+2 eff.) Apr +18 Amulets make your neck look great! |
gold amulet of cunning (+4) gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun Amulets make your neck look great! |
grounding voratun amulet of perfection (0.40 Technique / Weapon Supremacy,0.40 Technique / Flexible Combat Training) grounding voratun amulet of perfection (0.40 Technique / Weapon Supremacy,0.40 Technique / Flexible Combat Training)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +22% lightning Stun/Frz- +44% ---------- misc Masteries +0.40 Technique/Weapon Supremacy +0.40 Technique/Flexible Combat Training Amulets make your neck look great! |
savior's stralite amulet of healing savior's stralite amulet of healing0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Phys.save +14 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +10 (+3 eff.) Heal.mod +22% Cut- +60% Heal: Puts all charms on 25 cooldown Level 2.5 Pwr.cost 25 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 416 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
stabilizing steel amulet of the eclipse stabilizing steel amulet of the eclipse0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 7 light 7 darkness Dmg.mod +7% light +7% darkness On Melee Ret: * 7% chance to reduce damage dealt by 33% * 5% chance to blind ----- def ----- Resists +13% temporal Pinning- +26% Knockbk- +22% Amulets make your neck look great! |
stralite amulet of vision stralite amulet of vision0.1 T4 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +10% ---------- misc Infravis +2 Sight +2 See.Invis +6 Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 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. |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Ebonyquell the steel ring Ebonyquell the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Crit.mult +15.00% Dmg.mod +6% temporal +12% darkness +12% mind Acc +8 (+1 eff.) Melee Ret 4 mind ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
Glory of the Pride Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+12 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Glydamina Glydamina0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Dex +3 Wil +4 Con dps ---------- Crit.mult +15.00% Dmg.mod +12% temporal ----- def ----- Resists +12% temporal ---------- misc Max.stam +30.00 Rings make your fingers look great! |
Mayuna the Blazepeal Mayuna the Blazepeal0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +24% lightning +9% temporal +6% blight HP.reg +4.00 Cut- +20% Stun/Frz- +42% Knockbk- +20% Rings make your fingers look great! |
Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 35 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% 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. |
Ring of the Dead Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 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. |
Samineg Samineg0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +1 Str +9 Wil dps ---------- Dmg.mod +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 41 ----- def ----- Resists +11% nature +8% blight Poison- +19% Disease- +21% ---------- misc Infravis +3 Rings make your fingers look great! |
Umbrawitch Umbrawitch0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Dex +3 Con dps ---------- Dmg.mod +12% cold Melee Ret 6 physical ----- def ----- Defense +15 (+3 eff.) Resists +18% darkness +2% physical HP.reg +6.00 Stun/Frz- +38% ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
Writhing Ring of the Hunter Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
conjurer's stralite ring of perseverance conjurer's stralite ring of perseverance0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +7 (+1 eff.) ----- def ----- HP.reg +5.00 Stun/Frz- +34% Rings make your fingers look great! |
copper citrine ring copper citrine ring0.1 T1 ring jewelry [Random Unique] Master While equipped: Stats +10 Cun +10 Dex dps ---------- Acc +12 (+2 eff.) Melee Ret 4 light ----- def ----- Resists +18% fire Max.HP +21.00 Disarm- +24% Pinning- +23% Knockbk- +21% ---------- misc Light +5 Infravis +4 Rings make your fingers look great! |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
gladiator's stralite ring of perseverance gladiator's stralite ring of perseverance0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- HP.reg +5.00 Stun/Frz- +26% Rings make your fingers look great! |
gold ring of life gold ring of life0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +53.00 HP.reg +10.00 Heal.mod +12% Rings make your fingers look great! |
marksman's gold ring of clarity marksman's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +28% Rings make your fingers look great! |
marksman's voratun ring of luminosity marksman's voratun ring of luminosity0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +8 Dex +8 Mag dps ---------- Melee+ 33 light Ranged+ 32 light Dmg.mod +18% light Acc +16 (+3 eff.) Rings make your fingers look great! |
pixie's stralite ring of arcana (+0.26/turn) pixie's stralite ring of arcana (+0.26/turn)0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +5 Mag dps ---------- Spell.pwr +8 (+1 eff.) ----- def ----- Silence- +28% ---------- misc Mana/turn +0.26 Rings make your fingers look great! |
psionicist's copper ring of corrosion (+20%) psionicist's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Mind.save +4 (+1 eff.) Rings make your fingers look great! |
sneakthief's steel ring of misery sneakthief's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun +4 Dex dps ---------- Melee+ 13 physical Ranged+ 5 physical Acc +7 (+1 eff.) On Hit (Melee): * 11% chance to reduce all saves and defense by 41 On Hit (Ranged): * 13% chance to reduce all saves and defense by 41 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 14 cooldown Level 5.9 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 175% weapon damage. If the attack hits, the target will bleed for 329% weapon damage over 7 turns, and all healing will be reduced by 72%. Rings make your fingers look great! |
stralite ring 'Blindterror' stralite ring 'Blindterror'0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +6 Str +3 Dex dps ---------- Crit.mult +15.00% Dmg.mod +18% acid +12% physical Apr +7 ----- def ----- Resists +36% acid +9% cold +6% light ---------- misc Max.stam +30.00 Rings make your fingers look great! |
stralite ring 'Offalzeal' stralite ring 'Offalzeal'0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +17 Str +14 Con dps ---------- Phys.pwr +24 (+6 eff.) Dmg.mod +9% lightning Res.pen +25% nature On Hit (Melee): * 23% chance to slow global speed by 70% ----- def ----- Resists +12% lightning +9% cold Mind.save +13 (+4 eff.) Confus- +44% Rings make your fingers look great! |
stralite ring 'Zubisenor' stralite ring 'Zubisenor'0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.pwr +30 (+6 eff.) Dmg.mod +15% blight Melee Ret 10 mind ----- def ----- Resists +15% blight +6% fire Mind.save +12 (+3 eff.) Silence- +20% ---------- misc Mana/turn +0.24 Rings make your fingers look great! |
warrior's steel ring of clarity warrior's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str ----- def ----- Armour +8 Mind.save +7 (+2 eff.) Confus- +22% Rings make your fingers look great! |
warrior's steel ring of tenacity warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +22.00 Disarm- +20% Pinning- +23% Knockbk- +23% Rings make your fingers look great! |
wizard's copper ring of sensing wizard's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Blind- +21% ---------- misc Infravis +4 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
Shantiz the Stormblade (15-19 power, 20 apr) Shantiz the Stormblade (15-19 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Mag, 0% Dex Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (27-35 power, 8 apr) Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 0% Str, 110% Mag, 0% Dex Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
elemental stralite dagger of torment (28-37 power, 9 apr) elemental stralite dagger of torment (28-37 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Arcane/Psionic Power 28.5 - 37.1 Physical Uses 0% Dex, 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 128 lightning damage (1/turn) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +20% lightning Res.pen +11% lightning Sharp, short and deadly. |
elemental voratun dagger (38-50 power, 9 apr) elemental voratun dagger (38-50 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Arcane Power 38.5 - 50.1 Physical Uses 0% Dex, 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Create an explosion dealing 128 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +30% lightning Res.pen +26% lightning Sharp, short and deadly. |
elemental voratun dagger of crippling (36-46 power, 9 apr) elemental voratun dagger of crippling (36-46 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Arcane/Master Power 36.0 - 46.8 Physical Uses 0% Dex, 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Create an explosion dealing 128 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Dmg.mod +18% lightning Res.pen +20% lightning Sharp, short and deadly. |
elemental voratun dagger of rage (38-49 power, 9 apr) elemental voratun dagger of rage (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Arcane/Master Power 38.0 - 49.4 Physical Uses 0% Dex, 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Create an explosion dealing 128 lightning damage (1/turn) While equipped: Stats +9 Str dps ---------- Dmg.mod +18% lightning +11% physical Res.pen +21% lightning Acc +16 (+3 eff.) Sharp, short and deadly. |
stormbringer's voratun dagger of ruin (39-50 power, 9 apr) stormbringer's voratun dagger of ruin (39-50 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 39.0 - 50.7 Physical Uses 0% Dex, 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +33 lightning +8 cold While equipped: dps ---------- Phys.crit +11.0% Crit.mult +19.00% Mov.spd +37% Res.pen +18% lightning +15% cold Apr +7 Sharp, short and deadly. |
voratun dagger 'Flashsweep' (37-48 power, 9 apr) voratun dagger 'Flashsweep' (37-48 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Psionic Power 37.5 - 48.8 Physical Uses 0% Str, 100% Mag, 0% Dex Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +24 blight +24 darkness On Crit.r2 +16 arcane +24 lightning On Hit: * 24% chance to reduce damage dealt by 33% * 24% chance to reduce strength, dexterity, and constitution by 35 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +36% lightning Res.pen +20% arcane On Hit (Melee): * 24% chance to reduce strength, dexterity, and constitution by 35 Sharp, short and deadly. |
voratun dagger of ruin (38-49 power, 9 apr) voratun dagger of ruin (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 38.0 - 49.4 Physical Uses 0% Dex, 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +15.0% Crit.mult +27.00% Apr +14 Sharp, short and deadly. |
penetrating dragonbone longbow of recursion penetrating dragonbone longbow of recursion4.0 T5 longbow 2H weapon Reqs Shoot [Ego++] Arcane Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: dps ---------- Res.pen +36% physical Longbows are used to shoot arrows at your foes. |
balanced voratun longsword of erosion (43-60 power, 6 apr) balanced voratun longsword of erosion (43-60 power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Nature/Master Power 43.0 - 60.2 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +18 nature While equipped: dps ---------- Acc +15 (+3 eff.) ----- def ----- Defense +15 (+3 eff.) Disarm- +45% Sharp, long, and deadly. |
Thunderfall (50-70 power, 6 apr) Thunderfall (50-70 power, 6 apr)3.0 T5 mace 1H weapon [Unique] Psionic Power 50.0 - 70.0 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 42 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+9 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 139 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
short dragonbone starstaff of protection (45-54 power, 6 apr, light element) short dragonbone starstaff of protection (45-54 power, 6 apr, light element)5.0 T5 staff 1H weapon [Ego+] Arcane/Master Power 45.0 - 54.0 Light Uses 80% Mag Mastery Flexible Weapon Training Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% light ----- def ----- Resists +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing voratun waraxe of amnesia (41-57 power, 6 apr) arcing voratun waraxe of amnesia (41-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Psionic Power 41.0 - 57.4 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 128 damage One-handed war axes. |
quick voratun waraxe of disruption (41-58 power, 6 apr) quick voratun waraxe of disruption (41-58 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Disrupt/Master Power 41.5 - 58.1 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Against +19% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Acc +13 (+2 eff.) One-handed war axes. |
truestriking voratun waraxe of corruption (40-56 power, 6 apr) truestriking voratun waraxe of corruption (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Arcane/Master Power 40.0 - 56.0 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 5 While equipped: dps ---------- Res.pen +14% physical Acc +25 (+5 eff.) Apr +13 One-handed war axes. |
voratun waraxe of evisceration (38-53 power, 6 apr) voratun waraxe of evisceration (38-53 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 38.0 - 53.2 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +13 (+3 eff.) One-handed war axes. |
Lightning Catcher 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. |
Plaguequeller Plaguequeller1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +16% physical Res.pen +25% fire +8% physical Melee Ret 10 nature 6 fire On Hit (Melee): * 20% chance to slow global speed by 70% ----- def ----- Resists +6% nature +6% cold A belt that goes around your waist. |
ancient elven-silk robe of frost (+45%) (0 def, 0 armour) ancient elven-silk robe of frost (+45%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Nature While equipped: Stats +8 Mag dps ---------- Dmg.mod +27% physical +30% temporal +30% cold Res.pen +9% temporal +15% physical ----- def ----- Resists +15% all +45% cold Anom.red +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe of Linaniil (0 def, 0 armour) dreamer's elven-silk robe of Linaniil (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +14% Spell.pwr +30 (+6 eff.) ----- def ----- Resists +18% darkness +15% mind +15% all Phys.save +17 (+5 eff.) Spell.save +20 (+5 eff.) Mind.save +39 (+10 eff.) ---------- misc Mana/turn +0.40 Max.mana +66.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven woollen robe of power (0 def, 0 armour) stormwoven woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane/Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Spell.pwr +14 (+3 eff.) Dmg.mod +11% lightning +9% physical +6% cold +8% all ----- def ----- Resists +7% lightning +7% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour) 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. |
Scorched Boots (4 def, 4 armour) 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 (+2 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Level 4.5 Pwr.cost 21 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 9 turns. Each creature hit by the storm takes 46.26 blight damage and is poisoned for 185.03 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 37%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 29% 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. |
miner's pair of voratun boots of evasion (13 def, 14 armour) miner's pair of voratun boots of evasion (13 def, 14 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +14 Defense +13 (+3 eff.) Fatigue +4% ---------- misc Infravis +3 Evasion: (Instant) Puts all charms on 21 cooldown Level 5.9 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 66 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Snow Giant Wraps (0 def, 2 armour) 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% Unarmed combat: Power 17.0 - 18.7 Physical Uses 0% Str, 0% Dex, 120% Mag 0% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 3.5 Pwr.cost 5 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 199.29 physical damage and knocking targets back 6 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. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 38.0 - 53.2 Physical Uses 0% Cun, 0% Str, 130% Mag 0% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 4.5 Pwr.cost 18 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 171% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
polar voratun gauntlets of war-making (0 def, 3 armour) polar voratun gauntlets of war-making (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +18.0% Spell.crit +11% Mind.crit +13% Crit.mult +11.00% Melee+ 11 cold Dmg.mod +7% cold ----- def ----- Armour +3 Fatigue +5% Resists +8% cold Unarmed combat: Power 34.5 - 48.3 Physical Uses 0% Str, 0% Dex, 120% Mag 0% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +17.0% Atk.spd 83% On Crit.r2 +12 ice On Hit: 10% Ice Breath 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
radiant voratun gauntlets of magic (+3) (0 def, 3 armour) radiant voratun gauntlets of magic (+3) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 8 light Dmg.mod +5% arcane +6% light ----- def ----- Armour +3 Fatigue +5% Resists +6% light Unarmed combat: Power 29.0 - 40.6 Physical Uses 0% Str, 0% Dex, 120% Mag 0% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +12 arcane On Crit.r2 +10 arcane On Hit: 20% Searing Light 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Obsidianenvy of the Blightspawn (1 def, 0 armour) Obsidianenvy of the Blightspawn (1 def, 0 armour)2.0 T1 head armor [Random Unique] Arcane While equipped: Stats +2 Mag +2 Con dps ---------- Spell.crit +3% Spell.pwr +3 (+0 eff.) Dmg.mod +6% arcane Res.pen +20% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 41 On Melee Ret: * 20% chance to reduce strength, dexterity, and constitution by 35 * 23% chance to reduce damage dealt by 33% ----- def ----- Defense +1 (+0 eff.) Resists +3% mind ---------- misc Mana/turn +0.13 Infravis +4 See.Stealth +6 See.Invis +6 Circle of Warding: (Instant) Puts all charms on 28 cooldown Level 4.5 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 86% and attempts to push all creatures other than yourself out of its radius, inflicting 18.54 light damage and 18.54 darkness damage per turn as it does so. The circle lasts 7 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) 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 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
aegis elven-silk wizard hat of the sentry (3 def, 0 armour) aegis elven-silk wizard hat of the sentry (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +3 (+1 eff.) Shield.pwr +14% HP.reg +6.00 ---------- misc Infravis +7 See.Stealth +19 See.Invis +25 Circle of Warding: (Instant) Puts all charms on 28 cooldown Level 4.5 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 86% and attempts to push all creatures other than yourself out of its radius, inflicting 18.54 light damage and 18.54 darkness damage per turn as it does so. The circle lasts 7 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
defender's voratun helm of constitution (+9) (7 def, 13 armour) defender's voratun helm of constitution (+9) (7 def, 13 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +9 Con ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +5% Resists +7% all Phys.save +13 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
defender's voratun helm of trickery (7 def, 13 armour) defender's voratun helm of trickery (7 def, 13 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Apr +8 ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +5% Resists +7% all Phys.save +12 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren voratun helm (0 def, 5 armour) thaloren voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +7 Wil ----- def ----- Armour +5 Fatigue +5% Resists +12% blight Mind.save +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's voratun helm of the depths (0 def, 5 armour) warlord's voratun helm of the depths (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +20% cold +8% physical Phys.save +11 (+3 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
searing voratun mail armour of implacability (5 def, 19 armour) searing voratun mail armour of implacability (5 def, 19 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 23 acid 23 fire Melee Ret 13 acid 16 fire ----- def ----- Armour +19 Defense +5 (+1 eff.) Fatigue +4% Resists +28% acid +25% fire Phys.save +13 (+4 eff.) A suit of armour made of mail. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Level 6.5 Pwr.cost 9 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 325.05 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
enlightening voratun plate armour of lightning resistance (0 def, 16 armour) enlightening voratun plate armour of lightning resistance (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Master/Psionic While equipped: Stats +6 Cun +8 Wil ----- def ----- Armour +16 Fatigue +22% Resists +26% lightning Mind.save +19 (+5 eff.) A suit of armour made of metal plates. |
185 alchemist agate 185 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. |
14 onyx 14 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. |
13 lapis lazuli 13 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
7 sapphire 7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Hanaruirand the Glitterpanic (dig speed 30 turns) Hanaruirand the Glitterpanic (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% Res.pen +5% lightning +20% fire +5% light ----- def ----- Resists +9% light ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
bloodhexed voratun pickaxe (dig speed 18 turns) bloodhexed voratun pickaxe (dig speed 18 turns)3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +11 Str +9 Wil dps ---------- Phys.crit +13.0% Mind.crit +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
17 emerald 17 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. |
3 jade 3 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. |
8 turquoise 8 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. |
Blastpride Blastpride1.0 T3 lite [Rare] Master While equipped: Stats +2 Dex +9 Con dps ---------- Dmg.mod +12% lightning Res.pen +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 41 ---------- misc Light +10 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial 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.(141 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane A part of set. 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. |
Prothotipe's Prismatic Eye 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 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. |
Dragon Orb (Orb of Command) 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) 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) 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) 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 Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
72 alchemist bloodstone 72 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. |
22 bloodstone 22 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. |
23 fire opal 23 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. |
12 garnet 12 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 ruby 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 Dissipation (1/1) Rod of Dissipation (1/1)2.0 rod charm [Unique] Arcane Rune: Dissipation: Level 2.5 Pwr.cost 14 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. A golden-hued rod given to you by Linaniil, with an elaborate rune inscribed on it near the top end. In the vicinity of the rune, magic feels slightly unstable. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 830.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 18 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest 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 annihilation (21/21, 81-97 power, 18 apr) barbed pouch of voratun shots of annihilation (21/21, 81-97 power, 18 apr)3.0 T5 shot ammo [Ego++] Master Power 81.0 - 97.2 Physical Uses 0% Dex, 120% Mag, 0% Cun Acc+ +0.2% base dam (max 20%) Apr +18 Crit +32.0% Capacity 21 Proj.spd +200% On Crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
innervating voratun torque of psionic shield [power 143] (18 cooldown) innervating voratun torque of psionic shield [power 143] (18 cooldown)2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 143 for 5 turns Puts all charms on 18 cooldown 100% to reduce fatigue by 44% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
3 amethyst 3 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. |
Layyyath [power 455] (11 cooldown) Layyyath [power 455] (11 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +2 Wil dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +6% arcane ----- def ----- Resists +10% blight Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.vim +30.00 Fire a magical bolt dealing 879 lightning damage Puts all charms on 11 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. It was hardened by the digestive sack. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 21 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. |
Pearl of Life and Death Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
19 diamond 19 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. |
16 moonstone 16 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 pearl 15 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. |
19 quartz 19 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. |
6 amber 6 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. |
6 citrine 6 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Supercell the Cornac Storm Knight level 35
67th Regrowth 123rd year of Ascendancy at 08:06 see stats
By Supercell the Cornac Storm Knight level 28
4th Regrowth 123rd year of Ascendancy at 17:31 see stats
By Supercell the Cornac Storm Knight level 35
65th Regrowth 123rd year of Ascendancy at 14:37 see stats
By Supercell the Cornac Storm Knight level 28
11st Regrowth 123rd year of Ascendancy at 11:51 see stats
By Supercell the Cornac Storm Knight level 40
1st Time of Balance 123rd year of Ascendancy at 06:25 see stats
By Supercell the Cornac Storm Knight level 46
3rd Dusk 123rd year of Ascendancy at 09:26 see stats
By Supercell the Cornac Storm Knight level 38
77th Regrowth 123rd year of Ascendancy at 04:30 see stats
By Supercell the Cornac Storm Knight level 25
76th Haze 122nd year of Ascendancy at 20:32 see stats
By Supercell the Cornac Storm Knight level 13
42nd Dusk 122nd year of Ascendancy at 02:37 see stats
By Supercell the Cornac Storm Knight level 47
14th Dusk 123rd year of Ascendancy at 22:46 see stats
By Supercell the Cornac Storm Knight level 37
73rd Regrowth 123rd year of Ascendancy at 23:24 see stats
By Supercell the Cornac Storm Knight level 37
73rd Regrowth 123rd year of Ascendancy at 03:25 see stats
By Supercell the Cornac Storm Knight level 50
62nd Dusk 123rd year of Ascendancy at 14:10 see stats
By Supercell the Cornac Storm Knight level 21
11st Haze 122nd year of Ascendancy at 13:36 see stats
By Supercell the Cornac Storm Knight level 26
5th Decay 122nd year of Ascendancy at 07:04 see stats
By Supercell the Cornac Storm Knight level 50
57th Dusk 123rd year of Ascendancy at 02:21 see stats
By Supercell the Cornac Storm Knight level 50
57th Dusk 123rd year of Ascendancy at 05:53 see stats
By Supercell the Cornac Storm Knight level 36
72nd Regrowth 123rd year of Ascendancy at 16:37 see stats
By Supercell the Cornac Storm Knight level 28
4th Regrowth 123rd year of Ascendancy at 17:10 see stats
By Supercell the Cornac Storm Knight level 31
41st Regrowth 123rd year of Ascendancy at 09:41 see stats
By Supercell the Cornac Storm Knight level 10
7th Flare 122nd year of Ascendancy at 15:19 see stats
By Supercell the Cornac Storm Knight level 20
9th Haze 122nd year of Ascendancy at 16:09 see stats
By Supercell the Cornac Storm Knight level 30
38th Regrowth 123rd year of Ascendancy at 14:06 see stats
By Supercell the Cornac Storm Knight level 40
80th Regrowth 123rd year of Ascendancy at 18:50 see stats
By Supercell the Cornac Storm Knight level 50
22nd Dusk 123rd year of Ascendancy at 01:12 see stats
By Supercell the Cornac Storm Knight level 50
56th Dusk 123rd year of Ascendancy at 00:18 see stats
By Supercell the Cornac Storm Knight level 21
18th Haze 122nd year of Ascendancy at 12:26 see stats
By Supercell the Cornac Storm Knight level 50
23rd Dusk 123rd year of Ascendancy at 05:55 see stats
By Supercell the Cornac Storm Knight level 44
10th Flare 123rd year of Ascendancy at 22:54 see stats
By Supercell the Cornac Storm Knight level 27
3rd Regrowth 123rd year of Ascendancy at 22:28 see stats
By Supercell the Cornac Storm Knight level 38
74th Regrowth 123rd year of Ascendancy at 00:35 see stats
By Supercell the Cornac Storm Knight level 50
62nd Dusk 123rd year of Ascendancy at 14:09 see stats
By Supercell the Cornac Storm Knight level 28
4th Regrowth 123rd year of Ascendancy at 17:31 see stats
By Supercell the Cornac Storm Knight level 11
5th Dusk 122nd year of Ascendancy at 03:33 see stats
By Supercell the Cornac Storm Knight level 28
4th Regrowth 123rd year of Ascendancy at 17:31 see stats
By Supercell the Cornac Storm Knight level 50
62nd Dusk 123rd year of Ascendancy at 14:10 see stats
By Supercell the Cornac Storm Knight level 50
56th Dusk 123rd year of Ascendancy at 02:12 see stats
By Supercell the Cornac Storm Knight level 8
2nd Summertide 122nd year of Ascendancy at 14:48 see stats
By Supercell the Cornac Storm Knight level 41
47th Pyre 123rd year of Ascendancy at 05:11 see stats
By Supercell the Cornac Storm Knight level 21
45th Haze 122nd year of Ascendancy at 02:34 see stats
By Supercell the Cornac Storm Knight level 27
7th Allure 123rd year of Ascendancy at 09:04 see stats
By Supercell the Cornac Storm Knight level 19
3rd Haze 122nd year of Ascendancy at 06:57 see stats
By Supercell the Cornac Storm Knight level 34
65th Regrowth 123rd year of Ascendancy at 04:55 see stats
Log
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 1 turns (stop reason: learnt lore).
Supercell picks up ( .): bloodhexed voratun pickaxe (dig speed 18 turns).
Supercell picks up (l.): teleportation rune (range 41; cd 19).
Supercell picks up (T.): marksman's voratun ring of luminosity.
Supercell picks up ( .): short dragonbone starstaff of protection (45-54 power, 6 apr, light element).
Supercell picks up ( .): penetrating dragonbone longbow of recursion.
Supercell picks up ( .): Scorched Boots (4 def, 4 armour).
Supercell picks up ( .): aegis elven-silk wizard hat of the sentry (3 def, 0 armour).
Supercell picks up ( .): ancient elven-silk robe of frost (+15%) (0 def, 0 armour).
Lore found: ominous, dark runed staff
You can read all your collected lore in the game menu, by pressing Escape.
Supercell picks up ( .): Awakened Staff of Absorption (60-72 power, 60 apr, lightning element).
Lore found: Scorched Boots
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 2 turns (stop reason: interesting terrain).
Talent Dig is ready to use.
Supercell picks up ( .): Masochism (0 def, 0 armour).
Lore found: Masochism
You can read all your collected lore in the game menu, by pressing Escape.
Supercell picks up ( .): defender's voratun helm of trickery (7 def, 13 armour).