




Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Display class 1.7.0Display class icon on top off enemies 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 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:
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.
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 50 / 1048% |
| Size | big |
| Lifes / Deaths | Killed by Dihtavius at level 50 on the 2nd Dusk 124th year of Ascendancy at 07:44 7 / 1 |
Primary Stats
| Strength | 73 (base 43) |
| Dexterity | 66 (base 35) |
| Constitution | 48 (base 43) |
| Magic | 135 (base 60) |
| Willpower | 38 (base 12) |
| Cunning | 108 (base 60) |
Resources
| Life | 552/1548 |
| Mana | 380/394 |
| Stamina | 312/347 |
| Positive | 66/97 |
| Healing Factor | 0.99783833551874 |
| Regeneration | 2.0455685878134 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 21.313608305155 |
| Infravision | 9 |
| See Stealth | 9 |
| See Invisible | 23 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 126 |
| Accuracy | 66 |
| Crit Chance | 83% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 74 |
| Crit Chance | 90% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +28% |
| Light | +154% |
| Fire | +61% |
| Nature | +31% |
| Physical | +64% |
| Mind | +40% |
| All | +19% |
Offense: Damage Penetration
| Lightning | +53% |
| Light | +59% |
| Darkness | +40% |
| Mind | +53% |
| Fire | +50% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 40.105537594313 (44.574340358689%) |
| Defense | 91 |
| Ranged Defense | 95 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 68 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Blight | + 48%( 70%) |
| Cold | + 41%( 70%) |
| All | + 26%( 70%) |
| Lightning | + 41%( 70%) |
| Light | + 62%( 70%) |
| Darkness | + 56%( 70%) |
| Fire | + 41%( 70%) |
| Mind | + 31%( 70%) |
Defense: Immunities
| Pinning Resistance | 37% |
| Silence Resistance | 42% |
| Confusion Resistance | 72% |
| Fear Resistance | 0% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 978 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 196 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: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Celestial / Guardian | 1.69 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Celestial / Crusader | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Chant of Resistance |
| talent | Weapon of Wrath |
| talent | Gravitic Effulgence |
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Second Life |
| talent | Premonition |
| talent | Defensive Posture |
| talent | Righteous Strength |
| beneficial effect | The target is able to instantly travel alongside Sun Paths. Path of the Sun |
| beneficial effect | Increases defense by 16. Mobile Defense |
| beneficial effect | Reduces light damage received by 24%. Premonition Shield |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+23). Continuum Destabilization |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is surrounded by a magical shield, absorbing 446/1108 damage (reflecting 100% back to the attacker) before it crumbles. Damage Shield |
| beneficial effect | Do not try to resist it! Ogric Wrath |
| beneficial effect | Increase light and physical damage by 35%. Righteous Strength |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | 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 Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1574. | 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 the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the 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. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Galurontir the pair of drakeskin leather boots (9 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +7 Dex dps ---------- Crit.mult +15.00% Spell.pwr +5 (+1 eff.) ----- def ----- Armour +5 Defense +9 (+2 eff.) Resists +6% mind Silence- +42% Confus- +39% Stun/Frz- +29% ---------- misc Max.hate +2.00 A pair of boots made of leather. This object's appearance was changed to Invisible. |
| Light source | watchleader's dwarven lantern of the sun1.0 T5 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +11% darkness Affinity +5% light Blind- +28% Confus- +23% ---------- misc Light +13 See.Stealth +9 See.Invis +13 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 472.79 light damage. At talent level 3 you gain 35% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? This object's appearance was changed to Invisible. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This object's appearance was changed to Invisible. |
| Tool | Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
| On fingers | pixie's voratun ring of luminosity0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +5 Cun +5 Mag dps ---------- Spell.pwr +11 (+3 eff.) Melee+ 19 light Ranged+ 21 light Dmg.mod +14% light Rings make your fingers look great! |
| On fingers | wizard's gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag dps ---------- Melee+ 23 light Ranged+ 13 light Dmg.mod +13% light ----- def ----- Spell.save +8 (+2 eff.) Rings make your fingers look great! |
| Around neck | Getineg the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +17 Lck +3 Cun dps ---------- Crit.mult +15.00% Acc +20 (+5 eff.) ----- def ----- Defense +20 (+4 eff.) Unseen.red 19% Die.at -80.00 life Blind- +39% ---------- misc Max.stam +30.00 Infravis +5 Sight +2 See.Invis +10 Masteries +0.39 Celestial/Guardian Amulets make your neck look great! |
| In main hand | dragonbone starstaff 'Phoenixsweep' (136% power, 6 apr, light element)5.0 T5 staff 2H weapon [Rare] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.crit +19% Crit.mult +20.00% Spell.pwr +15 (+4 eff.) Dmg.mod +15% fire +12% nature +30% light Res.pen +25% fire ----- def ----- Crit.chn- 15.00% ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to dragonbone magestaff. |
| Around waist | Dimpiety1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +5 Cun +7 Lck dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) Dmg.mod +9% darkness Res.pen +15% darkness Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce armor by 43% ----- def ----- Resists +6% acid Stealth +8 HP.reg +0.80 Heal.mod +19% ---------- misc T.Disarm +21 Infravis +4 A belt that goes around your waist. |
| In off hand | Unsetting Sun (16 def, 20 armour, 161% power, 280 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 162% Range: 1.2x Uses 100% Str Dmg Light Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+3 eff.) Rng.Def +17 (+3 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+4 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. This object's appearance was changed to Unsetting Sun. |
| Cloak | Strikestar (3 def, 0 armour)2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +10 Str +6 Mag +6 Wil +4 Cun dps ---------- Spell.crit +8% Dmg.mod +21% mind Res.pen +28% mind +28% lightning Melee Ret 6 cold ----- def ----- Defense +3 (+1 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Invisible. |
| Main armor | Mankini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! This object's appearance was changed to Mankini. |
Inventory
heroism infusion (die at -435; dur 8; cd 32)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -435 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 715 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 (302.00 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 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 359.38 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. |
shielding rune (absorb 248; dur 7; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 248 damage for 7 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Blindpulverizer0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +13 Con dps ---------- Phys.crit +6.0% Dmg.mod +18% darkness ----- def ----- Resists +12% darkness +15% cold ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
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 2.0 Pwr.cost 35 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 250 (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. |
Halarebar0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Mag +6 Cun +10 Con dps ---------- Mov.spd +10% Melee Ret 2 blight ----- def ----- Fatigue -7% Resists +12% blight +5% physical HP.reg +2.00 ---------- misc Stam/turn +1.40 Light +3 Infravis +1 Amulets make your neck look great! |
Layudhekira0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) Dmg.mod +21% temporal +6% light +6% blight +6% darkness +6% physical Res.pen +25% temporal Melee Ret 2 blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Resists +5% arcane +12% temporal Amulets make your neck look great! |
Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all ----- def ----- Armour +4 Resists +4% all Stun/Frz- +60% Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (174). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Zerythad the Firelore0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +19 Lck dps ---------- Mind.crit +5% Crit.mult +20.00% Dmg.mod +12% fire +12% light +24% mind Res.pen +25% light Acc +17 (+4 eff.) ----- def ----- Defense +19 (+4 eff.) Resists +9% fire Unseen.red 20% Amulets make your neck look great! |
stabilizing copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +23% Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 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. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.46 cold and 21.31 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +6 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +3% blight +14% temporal Res.pen +5% blight Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +24% acid +14% temporal +12% blight +18% fire +26% lightning +18% cold Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
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. |
Yarularion the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +4 Dex +5 Con dps ---------- Phys.crit +4.0% Crit.mult +20.00% Phys.pwr +7 (+2 eff.) Acc +20 (+5 eff.) ----- def ----- Armour +12 Rings make your fingers look great! |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +21% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
copper ring of the mountain (+10%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Rings make your fingers look great! |
gold Prothotipe's Prismatic Eye ring0.1 T3 ring jewelry [Ego+] Nature While equipped: Stats +5 Con +5 Mag dps ---------- Dmg.mod +10% lightning +10% fire +10% cold ----- def ----- Max.HP +61.00 HP.reg +9.00 Heal.mod +15% ---------- misc Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Rings make your fingers look great! |
sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+1 eff.) Rings make your fingers look great! |
solipsist's stralite ring0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +9 (+3 eff.) Rings make your fingers look great! |
stralite ring of darkness (+28%)0.1 T4 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +14% darkness ----- def ----- Resists +28% darkness Rings make your fingers look great! |
titan's steel ring of misery0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Cun +5 Con dps ---------- Melee+ 14 physical Ranged+ 8 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 29 On Hit (Ranged): * 13% chance to reduce all saves and defense by 29 ----- def ----- Phys.save +10 (+5 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
voratun Petrified Wood ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +8 Mag +7 Wil +33 Con dps ---------- Phys.pwr +13 (+4 eff.) Spell.pwr +15 (+4 eff.) Dmg.mod +20% blight Res.pen +5% lightning +10% darkness +5% light Melee Ret 2 lightning ----- def ----- Resists +12% light +20% blight +10% cold +25% nature +13% darkness Crit.chn- 23.00% ---------- misc Light +3 Rings make your fingers look great! |
stormbringer's voratun battleaxe (168% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Nature Power 169% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +19 lightning +55 cold While equipped: dps ---------- Mov.spd +67% Res.pen +21% lightning +35% cold Massive two-handed battleaxes. |
Life Drinker (152% power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 55% Mag, 35% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 19.12 acid and 19.12 blight damage. If not cleared after five turns it will inflict 108.54 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical 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 (132% power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 55% Dex, 20% Mag, 35% Str Dmg Physical 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. |
Star (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Dex, 20% Str Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Dex, 50% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Urthurab (103% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Psionic Power 104% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 cold +6 mind On Hit: * 13% chance to reduce all saves and defense by 29 While equipped: Stats +7 Cun +1 Wil ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.08 Sharp, short and deadly. This object's appearance was changed to Invisible. |
thought-forged voratun dagger of rage (147% power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master/Psionic Power 147% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +23 mind On Hit: * 25% chance to reduce all saves and defense by 29 While equipped: Stats +7 Str +6 Cun +5 Wil dps ---------- Dmg.mod +12% physical Acc +25 (+6 eff.) Sharp, short and deadly. |
voratun greatsword of rage (175% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 176% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +14 Str dps ---------- Dmg.mod +17% physical Acc +26 (+6 eff.) Massive two-handed swords. |
enhanced voratun longsword (152% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Nature Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Str +9 Dex +10 Mag +10 Wil +9 Cun +11 Con Sharp, long, and deadly. |
warbringer's voratun longsword of evisceration (151% power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Con dps ---------- Phys.crit +10.0% Phys.pwr +24 (+7 eff.) Res.pen +8% physical ----- def ----- Disarm- +33% Sharp, long, and deadly. |
throat-seeking drakeskin leather sling of piercing4.0 T5 sling 1H weapon Reqs Shoot [Ego++] Disrupt/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +20 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +13% nature +15% all Acc +22 (+5 eff.) Apr +12 Slings are used to hurl stones or metal shots at your foes. |
dragonbone vilestaff of power (136% power, 6 apr, blight element)5.0 T5 staff 2H weapon [Ego] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +27 (+7 eff.) Dmg.mod +30% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone magestaff of protection (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% cold ----- def ----- Resists +15% cold ---------- misc Mana/turn +0.31 Max.mana +93.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
warbringer's voratun waraxe of daylight (149% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 light Against +23% Undead While equipped: Stats +4 Con dps ---------- Phys.pwr +13 (+4 eff.) Res.pen +14% physical ----- def ----- Disarm- +28% One-handed war axes. |
Beliwen the Shadowrace1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 29 * 10% chance to reduce damage dealt by 24% ----- def ----- Crit.chn- 10.00% Spell.save +6 (+1 eff.) ---------- misc Light +1 Size +1 A belt that goes around your waist. |
hardened leather belt 'Rainmight'1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +6 Wil +5 Cun +7 Lck dps ---------- Dmg.mod +12% light Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Mind.save +6 (+3 eff.) Stealth +8 ---------- misc T.Disarm +12 Psi/ret +0.32 Infravis +5 A belt that goes around your waist. |
spiritwalker's hardened leather belt of the giants1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +5 Mag dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +5 (+1 eff.) ---------- misc Mana/turn +0.13 Max.mana +20.00 Size +1 A belt that goes around your waist. |
Ichorravager (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +5 Cun +7 Con dps ---------- Phasing +20% Melee Ret 10 nature ----- def ----- Defense +2 (+1 eff.) ---------- misc Max.vim +50.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Invisible. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% nature +20% cold -30% arcane +20% fire Res.Cap +10% lightning +10% darkness +10% nature +10% cold -30% arcane +10% fire Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
elven-silk cloak of sorcery (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.crit +6% ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to resilient kruk cloak. |
spellcowled cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Wil +3 Mag dps ---------- Crit.mult +13.00% Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+1 eff.) Stealth +7 ---------- misc Max.mana +53.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gynne the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Wil +4 Con dps ---------- Crit.mult +20.00% Mind.pwr +5 (+1 eff.) Mov.spd +25% Res.pen +15% temporal +14% darkness +9% physical Phasing +10% Melee Ret 4 blight ----- def ----- Armour +5 Resists +18% darkness +26% temporal Spell.save +3 (+0 eff.) Def/telep +20 Res/telep +15% Dur/telep +10% ---------- misc Mana/turn +0.08 Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. This object's appearance was changed to Iron Throne Couture: Earthwarden Greaves. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Wil +8 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. This object's appearance was changed to pair of dwarven-steel boots. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
wanderer's pair of voratun boots of phasing (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Mag +4 Wil +6 Cun +5 Con ----- def ----- Armour +5 Fatigue +4% Phys.save +21 (+9 eff.) Mind.save +17 (+6 eff.) Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystalline Voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Arcane A part of set. While equipped: Stats +3 Con +3 Wil dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +10% arcane ----- def ----- Armour +3 Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Metal gloves protecting the hands up to the middle of the lower arm. Transformed with the power of the Spellblaze. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. This object's appearance was changed to Plumpkin Daper: Gloves 2. |
Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 25 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
stone warden's drakeskin leather gloves of dexterity (+8) (0 def, 18 armour)1.0 T4 hands armor [Ego+] Arcane/Master While equipped: Stats +5 Dex +8 Con dps ---------- Acc +22 (+5 eff.) ----- def ----- Armour +18 Hardiness +7% Resists +8% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dragonskull Helm (0 def, 20 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% cold +15% lightning +15% fire Phys.save +12 (+6 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+5 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. This object's appearance was changed to Plumpkin Daper: Head 2. |
Emomith (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Wil dps ---------- Res.pen +10% blight ----- def ----- Armour +5 Fatigue +5% Resists +12% blight +15% light +20% darkness Mind.save +10 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/ret +0.70 Equi/ret +1.60 Vim/s.crit +2.00 Max.vim +30.00 A cap made of leather. |
aegis cashmere wizard hat of decomposition (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +3% temporal +5% light +5% fire +3% nature +4% acid +4% blight +5% cold +5% darkness Shield.pwr +10% HP.reg +2.60 A pointy cloth hat, very wizardly... This object's appearance was changed to Plumpkin Daper: Scarecrow Mask. |
bladed rough leather cap of might (0 def, 1 armour)2.0 T1 head armor [Ego++] Master While equipped: Stats +6 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 372.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. This object's appearance was changed to dwarven-steel helm. |
defender's hardened leather cap of trickery (6 def, 8 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Apr +6 ----- def ----- Armour +8 Defense +6 (+1 eff.) Fatigue +3% Resists +4% all Phys.save +9 (+4 eff.) A cap made of leather. |
eldritch elven-silk wizard hat of the Brotherhood (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane While equipped: Stats +10 Con +9 Mag dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +13% arcane ----- def ----- Defense +3 (+1 eff.) ---------- misc Mana/turn +2.40 Mana/ret +3.00 Max.mana +80.00 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +10% cold ---------- misc Breathe water A cap made of leather. |
mindcaging voratun helm of might (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +22% mind Mind.save +30 (+11 eff.) Confus- +35% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing drakeskin leather cap of the depths (0 def, 5 armour)2.0 T5 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +9% cold Phys.save +21 (+9 eff.) ---------- misc Breathe water A cap made of leather. |
impenetrable voratun plate armour of stability (0 def, 32 armour)17.0 T5 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +32 Fatigue +22% Resists +7% physical Phys.save +17 (+7 eff.) A suit of armour made of metal plates. |
arcing quiver of dragonbone arrows of daylight (18/18, 166% power, 18 apr)3.0 T5 arrow ammo [Ego] Arcane Power 167% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 18 Ranged+ +12 light Against +30% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 119 damage Arrows are used with bows to pierce your foes to death. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
348 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. |
19 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-9 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+4 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Poryreta (dig speed 24 turns)3.0 T3 digger tool [Rare] Arcane While equipped: Stats +9 Str +7 Wil dps ---------- Phys.crit +10.0% Mind.crit +9% Mind.pwr +10 (+3 eff.) Res.pen +15% mind Acc +25 (+6 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +4 Defense +10 (+2 eff.) ---------- misc Stam/turn +3.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
crystalomancer's voratun pickaxe (dig speed 20 turns)3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +3 Str +3 Mag dps ---------- Spell.crit +6% ---------- misc Max.mana +32.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +3 (+0 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
9 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
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.(94 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Xanuma1.0 T3 lite [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ----- def ----- Defense +30 (+6 eff.) Resists +8% blight +3% physical Phys.save +6 (+3 eff.) HP.reg +9.00 ---------- misc Stam/turn +3.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright dwarven lantern of corpselight1.0 T5 lite [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +8% blight +12% darkness ---------- misc Light +8 Infravis +4 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 31 blight damage or heals 39 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal brass lantern of the sun1.0 T1 lite [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +6% light ----- def ----- Resists +6% darkness Affinity +5% light ---------- misc Light +6 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 472.79 light damage. At talent level 3 you gain 35% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +15% temporal ----- def ----- Resists +15% temporal +12% all Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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. |
75 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. |
18 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. |
20 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 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. |
9 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
evasive steel torque of psionic shield [power 47] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psionic shield [power 121] (25 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 121 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+5 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
supercharged yew totem of healing [power 314] (19 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 314 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
11 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
powerful elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
13 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. |
19 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 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. |
11 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Dihtavius the Ogre Sun Paladin level 33
6th Mirth 123rd year of Ascendancy at 13:44 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dihtavius the Ogre Sun Paladin level 22
55th Haze 122nd year of Ascendancy at 19:21 see stats
Against all odds
Killed Ukruk in the ambush.By Dihtavius the Ogre Sun Paladin level 33
62nd Pyre 123rd year of Ascendancy at 16:09 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Dihtavius the Ogre Sun Paladin level 28
78th Regrowth 123rd year of Ascendancy at 07:43 see stats
Arachnophobia
Destroyed the spydric menace.By Dihtavius the Ogre Sun Paladin level 36
8th Dusk 123rd year of Ascendancy at 03:51 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Dihtavius the Ogre Sun Paladin level 41
63rd Haze 123rd year of Ascendancy at 07:46 see stats
Brave new world
Went to the Far East and took part in the war.By Dihtavius the Ogre Sun Paladin level 35
3rd Flare 123rd year of Ascendancy at 14:52 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Dihtavius the Ogre Sun Paladin level 46
30th Pyre 124th year of Ascendancy at 08:36 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By Dihtavius the Ogre Sun Paladin level 46
45th Pyre 124th year of Ascendancy at 06:07 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dihtavius the Ogre Sun Paladin level 33
74th Pyre 123rd year of Ascendancy at 13:27 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Dihtavius the Ogre Sun Paladin level 34
2nd Summertide 123rd year of Ascendancy at 06:13 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Dihtavius the Ogre Sun Paladin level 43
75th Haze 123rd year of Ascendancy at 07:00 see stats
Earth Master
Killed Harkor'Zun.By Dihtavius the Ogre Sun Paladin level 18
17th Haze 122nd year of Ascendancy at 13:35 see stats
Exterminator
Killed 1000 creatures.By Dihtavius the Ogre Sun Paladin level 17
3rd Haze 122nd year of Ascendancy at 13:52 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dihtavius the Ogre Sun Paladin level 25
13rd Regrowth 123rd year of Ascendancy at 09:57 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Dihtavius the Ogre Sun Paladin level 50
5th Flare 124th year of Ascendancy at 20:12 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Dihtavius the Ogre Sun Paladin level 46
67th Regrowth 124th year of Ascendancy at 09:42 see stats
Guiding Hand
Saved all escorted adventurers.By Dihtavius the Ogre Sun Paladin level 34
10th Mirth 123rd year of Ascendancy at 11:25 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dihtavius the Ogre Sun Paladin level 22
55th Haze 122nd year of Ascendancy at 17:02 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Dihtavius the Ogre Sun Paladin level 41
73rd Haze 123rd year of Ascendancy at 08:12 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Dihtavius the Ogre Sun Paladin level 38
8th Haze 123rd year of Ascendancy at 21:50 see stats
Level 10
Got a character to level 10.By Dihtavius the Ogre Sun Paladin level 10
3rd Flare 122nd year of Ascendancy at 20:50 see stats
Level 20
Got a character to level 20.By Dihtavius the Ogre Sun Paladin level 20
19th Haze 122nd year of Ascendancy at 19:19 see stats
Level 30
Got a character to level 30.By Dihtavius the Ogre Sun Paladin level 30
55th Pyre 123rd year of Ascendancy at 11:01 see stats
Level 40
Got a character to level 40.By Dihtavius the Ogre Sun Paladin level 40
58th Haze 123rd year of Ascendancy at 22:46 see stats
Level 50
Got a character to level 50.By Dihtavius the Ogre Sun Paladin level 50
5th Mirth 124th year of Ascendancy at 23:18 see stats
Orcrist
Killed the leaders of the Orc Pride.By Dihtavius the Ogre Sun Paladin level 50
6th Mirth 124th year of Ascendancy at 05:29 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Dihtavius the Ogre Sun Paladin level 45
35th Regrowth 124th year of Ascendancy at 10:50 see stats
Size is everything
Did over 1500 damage in one attack.By Dihtavius the Ogre Sun Paladin level 29
49th Pyre 123rd year of Ascendancy at 15:42 see stats
Size matters
Did over 600 damage in one attack.By Dihtavius the Ogre Sun Paladin level 24
5th Allure 123rd year of Ascendancy at 19:24 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Dihtavius the Ogre Sun Paladin level 35
2nd Summertide 123rd year of Ascendancy at 08:03 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Dihtavius the Ogre Sun Paladin level 50
2nd Dusk 124th year of Ascendancy at 07:42 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Dihtavius the Ogre Sun Paladin level 22
55th Haze 122nd year of Ascendancy at 19:21 see stats
The Arena
Unlocked Arena mode.By Dihtavius the Ogre Sun Paladin level 5
7th Mirth 122nd year of Ascendancy at 00:52 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Dihtavius the Ogre Sun Paladin level 22
55th Haze 122nd year of Ascendancy at 19:21 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dihtavius the Ogre Sun Paladin level 25
53rd Regrowth 123rd year of Ascendancy at 09:35 see stats
The secret city
Discovered the truth about mages.By Dihtavius the Ogre Sun Paladin level 12
15th Dusk 122nd year of Ascendancy at 09:12 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Dihtavius the Ogre Sun Paladin level 38
79th Dusk 123rd year of Ascendancy at 08:28 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Dihtavius the Ogre Sun Paladin level 31
59th Pyre 123rd year of Ascendancy at 01:13 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dihtavius the Ogre Sun Paladin level 19
19th Haze 122nd year of Ascendancy at 11:18 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Dihtavius the Ogre Sun Paladin level 32
61st Pyre 123rd year of Ascendancy at 10:11 see stats
Log
Shards of metal explode from High Sun Paladin Aeryn's shield!
Elandar starts to bleed.
Elandar damages himself through Martyrdom!
Dihtavius HEALS from light damage!
Dihtavius reflects damage back to Elandar!
Elandar hits Xaren for 326 light damage.
Elandar hits High Sun Paladin Aeryn for (199 blocked), (162 absorbed), 0 light (0 total damage).
Elandar hits Skeleton warrior for (317 absorbed), 0 light (0 total damage).
Elandar hits Dihtavius for (87 absorbed), 0 light, 85 healing (0 total damage) [85 healing].
High Sun Paladin Aeryn hits Elandar for 11 physical damage.
Xaren hits Elandar for 15 light damage.
Dihtavius hits Elandar for 87 reflected damage.
Dihtavius casts Ogric Wrath.
Dihtavius enters an ogric frenzy.
Bleeding from High Sun Paladin Aeryn hits Elandar for 11 physical damage.
Dihtavius casts Blunt Thrust.
Elandar shrugs off Dihtavius's 'Lightburn'!
Dihtavius performs a melee critical strike against Elandar!
Shield of Light performs a melee critical strike against Elandar!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Weapon of Light hits Elandar for 267 light damage.
Weapon of Wrath hits Elandar for 430 light damage.
Dihtavius hits Elandar for 495 light, 230 physical, 172 light (897 total damage).
Shield of Light hits Elandar for 614 light, 172 light (786 total damage).
Shield of Light killed Elandar!
Talent Sun Ray is ready to use.













































































































































































