Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Thalore |
Class | Brawler |
Level / Exp | 50 / 1462% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 131 (base 62) |
Dexterity | 99 (base 65) |
Constitution | 91 (base 35) |
Magic | 35 (base 8) |
Willpower | 30 (base 16) |
Cunning | 82 (base 66) |
Resources
Life | 749/1712 |
Stamina | 265/287 |
Psi | 105/120 |
Healing Factor | 1.4657453763917 |
Regeneration | 108.53973576054 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 41.444544830989 |
See Invisible | 41.444544830989 |
Offense: Barehand
Damage | 183 |
Accuracy | 63 |
Crit Chance | 60% |
APR | 32 |
Speed | 0.91 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +28% |
Temporal | +16% |
Lightning | +55% |
Physical | +34% |
Cold | +32% |
All | +7% |
Offense: Damage Penetration
Darkness | +50% |
Nature | +50% |
Lightning | +65% |
Arcane | +30% |
Mind | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 23 (38.594633868923%) |
Defense | 89 |
Ranged Defense | 89 |
Fatigue | 0 |
Physical Save | 69 |
Spell Save | 54 |
Mental Save | 60 |
Defense: Resistances
Acid | + 61%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 58%( 70%) |
Cold | + 70%( 70%) |
All | + 54%( 70%) |
Physical | + 67%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 68%( 70%) |
Mind | + 56%( 70%) |
Darkness | + 66%( 70%) |
Fire | + 66%( 70%) |
Nature | + 61%( 70%) |
Defense: Immunities
Silence Resistance | 35% |
Confusion Resistance | 59% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 906% 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 21 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 and physical effect and reduce all damage taken by 40% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 297 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 302.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 228 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Finishing moves | 1.60 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Grappling | 1.60 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Pugilism | 1.60 |
| 1/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.60 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Unarmed training | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.60 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.60 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exploit Weakness |
talent | Trained Reactions |
talent | Striking Stance |
talent | Chant of Fortitude |
detrimental effect | The target is on fire, taking 17.90 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+9 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 54% chance to get an automatic counter attack when avoiding a melee attack. (1.1 counters remaining) Counter Attacking |
beneficial effect | The target has 74 increased life regeneration. Recovery |
detrimental effect | The target is struggling against immense gravity, all damage it does is reduced by 30%. Weight of the Sun |
beneficial effect | The target has 34% chance to evade melee and ranged attacks and gains 23 defense. Evasion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have 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 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost defiler from death by dread. Escort: lost defiler (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | 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 Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 | undeterred pair of dwarven-steel boots of massiveness (0 def, 4 armour) undeterred pair of dwarven-steel boots of massiveness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +6 Str +5 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +4 Fatigue +3% Silence- +35% Confus- +29% Stun/Frz- +28% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 145% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 100% 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. |
On head | Lustremistress (7 def, 13 armour) Lustremistress (7 def, 13 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +9 Dex dps ---------- Acc +10 (+3 eff.) Apr +3 ----- def ----- Armour +13 Defense +7 (+1 eff.) Fatigue +5% Resists +15% cold +15% fire +12% light +5% all Phys.save +13 (+3 eff.) Die.at -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | voratun pickaxe 'Silakira' (dig speed 13 turns) voratun pickaxe 'Silakira' (dig speed 13 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +8 Str dps ---------- Phys.crit +7.0% Phys.pwr +25 (+5 eff.) Dmg.mod +12% physical ----- def ----- Resists +3% physical +15% temporal Phys.save +15 (+4 eff.) Max.HP +35.00 ---------- misc Stam/turn +3.64 Max.stam +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | 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 (+4 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
On fingers | 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. |
Around neck | Belira Belira0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Spell.crit +1% Phys.pwr +9 (+1 eff.) Spell.pwr +10 (+4 eff.) Phys.spd +10% Dmg.mod +8% physical Res.pen +5% mind +5% arcane ----- def ----- Resists +23% lightning +15% physical +6% mind Spell.save +9 (+3 eff.) Stun/Frz- +42% ---------- misc Stam/turn +1.20 Amulets make your neck look great! |
Main armor | Shockoath the elven-silk robe (0 def, 0 armour) Shockoath the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% lightning +9% temporal +21% darkness Res.pen +25% darkness +15% lightning Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +26% lightning +12% darkness +12% cold +12% blight +12% fire +12% light +15% all Phys.save +20 (+5 eff.) Spell.save +40 (+12 eff.) Mind.save +20 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | Boltvortex the dwarven lantern Boltvortex the dwarven lantern1.0 T5 lite [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +30% lightning Res.pen +25% nature +25% lightning Apr +4 ----- def ----- Die.at -60.00 life ---------- misc Stam/turn +3.00 Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+2 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 166.32 cold damage and condensing the air into freezing vapors that deal 55.44 cold damage (based on Magic) each turn for 10 turns. Uses 26 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Around waist | Girdle of Preservation Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+3 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Inventory
healing infusion of the warrior (heal 303; cd 12) healing infusion of the warrior (heal 303; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 303 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 697%; cd 12) movement infusion of the sneak (speed 697%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 697% 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. Press to compare to your current inscriptions |
wild infusion (res 17%; magical; dur 4; cd 16) wild infusion (res 17%; magical; dur 4; cd 16)0.1 infusion scroll [Normal] 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 cure yourself of one random magical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 32%; mental; dur 3; cd 16) wild infusion of the sneak (res 32%; mental; dur 3; cd 16)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 cure yourself of one random mental effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
wild infusion of the titan (res 35%; mental; dur 4; cd 15) wild infusion of the titan (res 35%; mental; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 43%; mental; dur 3; cd 11) wild infusion of the warrior (res 43%; mental; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 43% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
wild infusion of the warrior (res 42%; physical; dur 2; cd 12) wild infusion of the warrior (res 42%; physical; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 42% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 38; dur 4; cd 19) acid wave rune (damage 38; dur 4; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 38.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
acid wave rune of the duelist (damage 248; dur 4; cd 23) acid wave rune of the duelist (damage 248; dur 4; cd 23)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 247.77 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
acid wave rune of the duelist (damage 186; dur 4; cd 19) acid wave rune of the duelist (damage 186; dur 4; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 185.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
acid wave rune of the duelist (damage 204; dur 4; cd 19) acid wave rune of the duelist (damage 204; dur 4; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 204.33 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
acid wave rune of the sneak (damage 238; dur 4; cd 21) acid wave rune of the sneak (damage 238; dur 4; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 238.48 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
acid wave rune of the titan (damage 183; dur 4; cd 19) acid wave rune of the titan (damage 183; dur 4; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 182.91 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
biting gale rune (damage 49; dur 4; cd 23) biting gale rune (damage 49; dur 4; cd 23)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 48.97 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the duelist (damage 321; dur 4; cd 17) biting gale rune of the duelist (damage 321; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 321.37 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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 7; phase 22; cd 18) blink rune of the duelist (range 7; phase 22; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 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 22%, your defense is increased by 22 and all your resistances by 22%. 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 sneak (range 7; phase 24; cd 10) blink rune of the sneak (range 7; phase 24; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 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 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Cunning 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 of the duelist (absorb 119; cd 14) shatter afflictions rune of the duelist (absorb 119; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 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 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 119 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 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 of the sneak (absorb 136; cd 18) shatter afflictions rune of the sneak (absorb 136; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 136 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 304; dur 3; cd 16) shielding rune of the sneak (absorb 304; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 304 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 402; dur 4; cd 17) shielding rune of the titan (absorb 402; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 402 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 446; dur 4; cd 18) shielding rune of the warrior (absorb 446; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 446 damage for 4 turns. 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. |
shielding rune of the warrior (absorb 443; dur 4; cd 14) shielding rune of the warrior (absorb 443; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 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 create a protective shield absorbing at most 443 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 4; blocks 5; dur 4; cd 14) stormshield rune of the duelist (threshold 4; blocks 5; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 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 4 up to 5 times. 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. |
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! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Duathelknight Duathelknight0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Defense +25 (+5 eff.) Crit.chn- 10.00% Spell.save +6 (+2 eff.) Heal.mod +14% Cut- +50% Confus- +20% Heal: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 253 life. The life healed will increase with your Mindpower. 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 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 30 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 211 (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. |
Tarrihell Tarrihell0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Phys.pwr +10 (+2 eff.) Apr +4 ----- def ----- Armour +4 Resists +15% blight Phys.save +6 (+2 eff.) Die.at -80.00 life Amulets make your neck look great! |
grounding copper amulet of strength (+3) grounding copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
voratun amulet of murder voratun amulet of murder0.1 T5 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +17.00% Acc +9 (+2 eff.) Apr +14 Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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. |
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 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+11 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. |
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 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Xanybrerin Xanybrerin0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil +4 Cun +5 Con dps ---------- Melee+ 13 physical Ranged+ 15 physical Dmg.mod +15% arcane +9% physical Res.pen +25% arcane On Hit (Melee): * 14% chance to reduce all saves and defense by 24 On Hit (Ranged): * 14% chance to reduce all saves and defense by 24 ---------- misc Stam/turn +3.00 Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 17 cooldown Level 5.2 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great! |
copper onyx ring copper onyx ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Str +3 Dex +8 Mag +8 Wil +3 Cun +3 Con dps ---------- Spell.pwr +6 (+3 eff.) Rings make your fingers look great! |
copper ring of perseverance copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
gladiator's stralite ring of life gladiator's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +4 Con dps ---------- Phys.pwr +8 (+1 eff.) ----- def ----- Max.HP +50.00 HP.reg +11.00 Heal.mod +13% Rings make your fingers look great! |
gold ring 'Bethydheba' gold ring 'Bethydheba'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning ----- def ----- Armour +10 Resists +30% lightning +18% cold Heal.mod +15% Silence- +20% Stun/Frz- +20% 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 +50.00 HP.reg +7.00 Heal.mod +11% Rings make your fingers look great! |
marksman's steel ring of perseverance marksman's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +25% Rings make your fingers look great! |
pixie's gold ring of misery =3 mag= pixie's gold ring of misery =3 mag=0.1 T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +7 Cun +3 Mag dps ---------- Spell.pwr +7 (+3 eff.) Melee+ 15 physical Ranged+ 5 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 24 On Hit (Ranged): * 12% chance to reduce all saves and defense by 24 ---------- misc Hate/m.crit +3.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 17 cooldown Level 5.2 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great! |
rogue's stralite ring of warding rogue's stralite ring of warding0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+1 eff.) Resists +16% acid +20% fire +17% lightning +14% cold Rings make your fingers look great! |
savior's copper ring of perseverance savior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+1 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
sneakthief's gold ring of power sneakthief's gold ring of power0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +6 (+3 eff.) Acc +8 (+2 eff.) Rings make your fingers look great! |
stralite ring 'Emoyatha' stralite ring 'Emoyatha'0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Mag dps ---------- Dmg.mod +6% arcane +14% physical Res.pen +5% temporal Phasing +30% Acc +11 (+3 eff.) Apr +11 ----- def ----- Defense +12 (+2 eff.) Resists +14% physical Mind.save +9 (+2 eff.) Confus- +33% ---------- misc Mana/turn +0.12 Vim/s.crit +1.00 Max.vim +20.00 Disengage: Puts all charms on 9 cooldown Level 3.2 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 172% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite ring of life stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +56.00 HP.reg +9.00 Heal.mod +14% Rings make your fingers look great! |
treant's gold ring of clarity treant's gold ring of clarity0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: ----- def ----- Resists +7% nature +8% blight Mind.save +7 (+1 eff.) Poison- +15% Disease- +16% Confus- +20% Rings make your fingers look great! |
Prismwinter the steel dagger (105% power, 6 apr) =5 mag= Prismwinter the steel dagger (105% power, 6 apr) =5 mag=1.0 T2 dagger 1H weapon [Rare] Nature Power 106% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 light While equipped: Stats +5 Str +4 Dex +5 Mag +8 Wil +7 Cun +5 Con dps ---------- Res.pen +10% light Melee Ret 10 light ----- def ----- Resists +6% fire Sharp, short and deadly. |
Spellblaze Shard (120% power, 10 apr) =5 mag= Spellblaze Shard (120% power, 10 apr) =5 mag=1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (129% power, 10 apr) =4 mag= Umbral Razor (129% power, 10 apr) =4 mag=1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 79.22 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Xanuwe (147% power, 9 apr) Xanuwe (147% power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Arcane 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% On Hit: 20% Curse of Vulnerability 5 While equipped: Stats +4 Mag dps ---------- Spell.crit +6% Crit.mult +10.00% Dmg.mod +6% arcane ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Vim/s.crit +2.00 Hate/m.crit +3.00 Sharp, short and deadly. |
Awakened Staff of Absorption (172% power, 60 apr, arcane element) Awakened Staff of Absorption (172% power, 60 apr, arcane element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery 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 (+17 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 170 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." |
Charvortex the hardened leather belt Charvortex the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +15% mind +15% fire On Hit (Melee): * 10 arcane resource burn * 20% chance to slow global speed by 50% ----- def ----- Resists +5% arcane +9% mind Spell.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Neira's Memory Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 187, based on Magic) for 10 turns. Uses 17 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
hardened leather belt 'Arcknight' hardened leather belt 'Arcknight'1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +9% lightning +10% physical Res.pen +10% temporal +13% physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% lightning +8% fire +8% cold Anom.red +14 Max.HP +89.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +50.00 Max.stam +39.00 Max.hate +13.00 Max.psi +26.00 Max.vim +26.00 Max.P.En +30.00 Max.N.En +25.00 A belt that goes around your waist. |
hardened leather belt 'Venomtorrent' hardened leather belt 'Venomtorrent'1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Cun +5 Lck dps ---------- Res.pen +20% nature ----- def ----- Resists +6% blight +4% physical +5% arcane Stealth +11 Max.HP +100.00 Blind- +20% ---------- misc T.Disarm +13 Infravis +5 See.Invis +18 A belt that goes around your waist. |
cashmere cloak 'Brenakan' (12 def, 9 armour) cashmere cloak 'Brenakan' (12 def, 9 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Armour +9 Defense +12 (+2 eff.) Resists +11% cold +3% mind +6% temporal Max.HP +60.00 Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed elven-silk cloak of the hunter (3 def, 0 armour) wyrmwaxed elven-silk cloak of the hunter (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature While equipped: dps ---------- Acc +23 (+6 eff.) ----- def ----- Defense +3 (+0 eff.) Fatigue -8% Resists +9% acid +8% fire +8% lightning +8% cold Max.HP +92.00 ---------- misc Max.stam +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 39.27 to 49.09 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+6 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 13 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
elven-silk robe 'Horek' (20 def, 10 armour) elven-silk robe 'Horek' (20 def, 10 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +12 Mag +4 Wil +10 Cun dps ---------- Crit.mult +19.00% Dmg.mod +30% acid +30% temporal +30% physical Res.pen +14% temporal +15% physical ----- def ----- Armour +10 Defense +20 (+4 eff.) Resists +45% acid +15% all Anom.red +16 Die.at -80.00 life Stun/Frz- +20% ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Zuboldann' (0 def, 0 armour) elven-silk robe 'Zuboldann' (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +9 Mag +2 Wil +2 Con dps ---------- Dmg.mod +20% fire +18% temporal +19% light +20% physical Res.pen +10% temporal +15% mind +11% physical ----- def ----- Resists +30% fire +28% light +15% all Crit.chn- 15.00% Anom.red +12 ---------- misc Psi/ret +0.04 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of life (0 def, 0 armour) stormwoven silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +5 Str +6 Mag +5 Wil dps ---------- Dmg.mod +16% lightning +16% physical +18% cold ----- def ----- Resists +10% blight +5% cold +11% lightning +13% all Max.HP +59.00 HP.reg +2.00 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adoyakira the pair of iron boots (0 def, 3 armour) Adoyakira the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +1 Cun +3 Con dps ---------- Dmg.mod +3% physical Acc +5 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +3% blight Phys.save +11 (+3 eff.) Mind.save +11 (+2 eff.) ---------- misc Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Arolralle (20 def, 5 armour) Arolralle (20 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +25 (+5 eff.) Dmg.mod +9% physical Apr +10 ----- def ----- Armour +5 Defense +20 (+4 eff.) Fatigue -10% Resists +4% physical Phys.save +15 (+4 eff.) ---------- misc Max.enc +49 Stam/turn +3.00 Max.stam +30.00 A pair of boots made of leather. |
Camesin the Winterfame (0 def, 5 armour) Camesin the Winterfame (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Con +5 Wil dps ---------- Crit.mult +15.00% Mind.pwr +32 (+12 eff.) Mov.spd +10% Dmg.mod +6% cold Res.pen +8% physical ----- def ----- Armour +5 Fatigue -8% Resists +11% fire +21% cold Max.HP +47.00 ---------- misc Stam/turn +0.70 Equi/ret +0.12 Blindside: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 36 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Isirita (0 def, 4 armour) Isirita (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun ----- def ----- Armour +4 Fatigue -3% Resists +5% arcane Crit.chn- 5.00% Phys.save +10 (+3 eff.) Heal.mod +20% Disease- +20% Stun/Frz- +20% ---------- misc Max.enc +32 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Issisus (0 def, 3 armour) Issisus (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +3% acid Crit.chn- 5.00% Die.at -20.00 life Pinning- +20% ---------- misc Stam/turn +0.50 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Magmanight (0 def, 10 armour) Magmanight (0 def, 10 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% fire On Hit (Melee): * 20% chance to slow global speed by 50% * 20 arcane resource burn ----- def ----- Armour +10 Fatigue +3% Resists +6% lightning +12% fire +6% light +9% darkness Spell.save +9 (+3 eff.) ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayoth the pair of drakeskin leather boots (15 def, 11 armour) Mayoth the pair of drakeskin leather boots (15 def, 11 armour)2.0 T5 feet armor [Rare] Arcane While equipped: Stats +13 Dex dps ---------- Dmg.mod +18% physical Res.pen +25% temporal Acc +15 (+4 eff.) ----- def ----- Armour +11 Defense +15 (+3 eff.) Resists +6% temporal Silence- +37% Confus- +48% Stun/Frz- +50% ---------- misc Max.stam +30.59 A pair of boots made of leather. |
Rootfury the pair of drakeskin leather boots (0 def, 5 armour) Rootfury the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Dmg.mod +12% nature Res.pen +5% arcane +5% nature Melee Ret 2 nature ----- def ----- Armour +5 Fatigue -17% Resists +5% arcane +15% nature Phys.save +25 (+6 eff.) ---------- misc Max.enc +89 Blink to a nearby random location (rad 13) Puts all charms on 22 cooldown A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 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. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+0 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
dreamer's pair of dwarven-steel boots of invasion (0 def, 4 armour) dreamer's pair of dwarven-steel boots of invasion (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +1.0% Phys.pwr +4 (+0 eff.) Res.pen +10% physical ----- def ----- Armour +4 Fatigue +3% Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of dwarven-steel boots of phasing (0 def, 4 armour) =3 mag= dreamer's pair of dwarven-steel boots of phasing (0 def, 4 armour) =3 mag=3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil +2 Cun ----- def ----- Armour +4 Fatigue +3% Phys.save +6 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+1 eff.) Blink to a nearby random location (rad 8) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
fleetfooted pair of hardened leather boots of invasion (10 def, 3 armour) fleetfooted pair of hardened leather boots of invasion (10 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: Stats +7 Dex dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Res.pen +6% physical ----- def ----- Armour +3 Defense +10 (+2 eff.) A pair of boots made of leather. |
invigorating pair of hardened leather boots of tirelessness (0 def, 3 armour) invigorating pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -6% Max.HP +35.00 ---------- misc Stam/turn +0.60 Max.stam +14.00 A pair of boots made of leather. |
pair of iron boots 'Mirondil' (18 def, 3 armour) pair of iron boots 'Mirondil' (18 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% Res.pen +5% physical ----- def ----- Armour +3 Defense +18 (+3 eff.) Fatigue +2% Resists +1% physical Evasion: (Instant) Puts all charms on 26 cooldown Level 3.2 Pwr.cost 26 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 36% chance to evade melee and ranged attacks and 39 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. |
pair of iron boots of phasing (0 def, 3 armour) pair of iron boots of phasing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Armour +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Brenidur the Serpentscar (0 def, 3 armour) Brenidur the Serpentscar (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Dex dps ---------- Melee+ 15 nature Dmg.mod +11% nature Melee Ret 8 nature On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +3 Fatigue +5% Resists +21% nature ---------- misc Light +3 See.Invis +12 Unarmed combat: Power 133% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% On Crit.r2 +12 nature On Hit: 10% Venomous Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 119% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 125% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+4 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 149% Range: 1.4x Uses 40% Str, 40% Dex, 10% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 100% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 4.0 Pwr.cost 26 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 34.60 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Spellhunt Remnants (4 def, 5 armour) Spellhunt Remnants (4 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+5 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+0 eff.) Spell.save +10 (+4 eff.) Max.HP +80.00 Unarmed combat: Power 134% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Apr +15 Crit +10.0% Atk.spd 100% Melee+ +17 silence On Hit: 10% Mana Clash 2 On Hit: * 35 arcane resource burn Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 117% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 21 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 228.77 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
brawler's drakeskin leather gloves of war-making (0 def, 3 armour) brawler's drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +2 Cun dps ---------- Phys.crit +13.0% Spell.crit +18% Mind.crit +11% Crit.mult +5.00% ----- def ----- Armour +3 Phys.save +10 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 142% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +5 Crit +21.0% Atk.spd 125% On Hit: 10% Set Up 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's dwarven-steel gauntlets (0 def, 2 armour) brawler's dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Cun ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 125% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +14.0% Atk.spd 100% On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Isira' (25 def, 6 armour) hardened leather gloves 'Isira' (25 def, 6 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 5 darkness Dmg.mod +5% darkness ----- def ----- Armour +6 Defense +25 (+5 eff.) Resists +1% physical +8% darkness +6% temporal Heal.mod +15% Unarmed combat: Power 117% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Hit: 20% Moonlight Ray 3 On Hit: * 6% chance to reduce damage dealt by 20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of regeneration (0 def, 8 armour) heroic drakeskin leather gloves of regeneration (0 def, 8 armour)1.0 T4 hands armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +8 Mind.save +6 (+1 eff.) Max.HP +56.00 HP.reg +2.20 ---------- misc Stam/turn +1.10 Psi/turn +0.34 Unarmed combat: Power 142% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +5 Crit +5.0% Atk.spd 125% On Hit: 10% Second Wind 1 On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic dwarven-steel gauntlets of spellstriking (0 def, 6 armour) =5 mag= heroic dwarven-steel gauntlets of spellstriking (0 def, 6 armour) =5 mag=1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +7 (+3 eff.) Melee+ 5 arcane Dmg.mod +5% arcane ----- def ----- Armour +6 Fatigue +3% Resists +5% arcane Mind.save +7 (+1 eff.) Max.HP +60.00 Unarmed combat: Power 128% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +4 Apr +9 Crit +8.0% Atk.spd 100% Melee+ +7 arcane On Hit: 10% Battle Shout 3 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of regeneration (0 def, 6 armour) heroic voratun gauntlets of regeneration (0 def, 6 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: ----- def ----- Armour +6 Fatigue +5% Mind.save +9 (+2 eff.) Max.HP +57.00 HP.reg +4.40 ---------- misc Stam/turn +0.70 Psi/turn +0.21 Unarmed combat: Power 147% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Battle Shout 5 On Hit: 10% Second Wind 1 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of the iron hand (0 def, 8 armour) heroic voratun gauntlets of the iron hand (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +4 Wil +3 Con ----- def ----- Armour +8 Fatigue +5% Mind.save +10 (+2 eff.) Max.HP +47.00 Disarm- +38% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 143% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Disarm 5 On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
sand hardened leather gloves of strength (+3) (0 def, 8 armour) sand hardened leather gloves of strength (+3) (0 def, 8 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 6 physical Dmg.mod +5% physical ----- def ----- Armour +8 Unarmed combat: Power 124% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Hit.r1 +7 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming hardened leather gloves of the iron hand (0 def, 2 armour) spellstreaming hardened leather gloves of the iron hand (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Str +4 Wil +2 Con dps ---------- Spell.crit +5% Spell.pwr +4 (+2 eff.) ----- def ----- Armour +2 Disarm- +32% ---------- misc Mana/turn +0.10 Masteries +0.20 Technique/Grappling Unarmed combat: Power 116% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% Melee+ +7 arcane On Hit: 10% Disarm 3 On Hit: 10% Elemental Bolt 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's hardened leather gloves of war-making (0 def, 9 armour) stone warden's hardened leather gloves of war-making (0 def, 9 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +6 Con dps ---------- Phys.crit +10.0% Spell.crit +7% Mind.crit +7% Crit.mult +5.00% ----- def ----- Armour +9 Hardiness +5% Resists +6% physical Unarmed combat: Power 122% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.0% Atk.spd 125% On Hit: 5% Stone Touch 3 On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Branudunatar the Brightstar (0 def, 20 armour) Branudunatar the Brightstar (0 def, 20 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Mag dps ---------- Crit.mult +20.00% Phys.pwr +25 (+5 eff.) Dmg.mod +18% fire ----- def ----- Armour +20 Fatigue +4% Resists +9% fire +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Falekath (3 def, 0 armour) Falekath (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +17% physical +20% darkness +6% temporal Res.pen +10% temporal Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Defense +3 (+0 eff.) Resists +7% lightning +8% temporal +18% darkness +5% fire +7% nature +8% acid +11% physical +8% blight +7% cold +8% light Shield.pwr +15% HP.reg +6.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.hate +14.00 A pointy cloth hat, very wizardly... |
Issadunakan the Sewerwinnow (15 def, 1 armour) Issadunakan the Sewerwinnow (15 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +5% nature ----- def ----- Armour +1 Defense +15 (+3 eff.) Fatigue +1% Resists +6% fire Crit.chn- 5.00% A cap made of leather. |
Ividhemira (26 def, 10 armour) Ividhemira (26 def, 10 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +6% blight Acc +25 (+6 eff.) Melee Ret 4 mind ----- def ----- Armour +10 Defense +26 (+5 eff.) Fatigue +3% Resists +12% blight +3% all Phys.save +10 (+3 eff.) Mind.save +12 (+3 eff.) A cap made of leather. |
Polygavea the cashmere wizard hat (2 def, 0 armour) =13 con= Polygavea the cashmere wizard hat (2 def, 0 armour) =13 con=2.0 T3 head armor [Rare] Arcane While equipped: Stats +6 Mag +13 Con dps ---------- Crit.mult +5.00% Phys.pwr +20 (+4 eff.) Dmg.mod +12% arcane Acc +10 (+3 eff.) Melee Ret 10 mind ----- def ----- Defense +2 (+0 eff.) Resists +6% mind Die.at -40.00 life ---------- misc See.Invis +6 Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Silemivea the iron helm (5 def, 3 armour) Silemivea the iron helm (5 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+2 eff.) Acc +15 (+4 eff.) Melee Ret 4 acid ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +5% Die.at -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+7 eff.) ----- def ----- Defense +8 (+1 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 16 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 8.61 mind and 10.30 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 14% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 13. Terrified: Deals 1.87 mind and 2.24 darkness damage per turn and increases cooldowns by 22%. Haunted: Causes the target to suffer 3.42 mind and 4.10 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Tundraoracle (0 def, 5 armour) Tundraoracle (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +8 Dex dps ---------- Dmg.mod +9% lightning +12% cold ----- def ----- Armour +5 Fatigue +5% Resists +9% acid +12% fire +12% lightning +20% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Cracklepython' (10 def, 7 armour) drakeskin leather cap 'Cracklepython' (10 def, 7 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +13 Dex +8 Wil +11 Lck dps ---------- Phys.crit +6.0% Spell.crit +5% Mind.crit +5% Dmg.mod +12% lightning +9% physical ----- def ----- Armour +7 Defense +10 (+2 eff.) Fatigue +5% Resists +12% blight Mind.save +14 (+3 eff.) A cap made of leather. |
dwarven-steel helm 'Mayann' (7 def, 4 armour) dwarven-steel helm 'Mayann' (7 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun +2 Wil dps ---------- Acc +7 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +7 (+1 eff.) Fatigue +4% Resists +3% light +9% blight Crit.chn- 5.00% Confus- +20% Knockbk- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Pusream' (3 def, 0 armour) elven-silk wizard hat 'Pusream' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +7 Cun +10 Wil dps ---------- Mind.crit +6% Apr +1 Melee Ret 6 temporal On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Defense +3 (+0 eff.) Phys.save +9 (+2 eff.) Mind.save +23 (+5 eff.) ---------- misc Stam/turn +2.00 Equi/ret +2.20 Psi/ret +1.90 Hate/ret +2.40 Hateful Whisper: Puts all charms on 13 cooldown Level 4.0 Pwr.cost 13 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 88 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
hardened leather cap 'Snowsun' (0 def, 3 armour) hardened leather cap 'Snowsun' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +15 (+6 eff.) Res.pen +20% physical +20% cold ----- def ----- Armour +3 Fatigue +3% Phys.save +24 (+6 eff.) ---------- misc Stam/turn +3.00 Max.hate +10.00 A cap made of leather. |
iron helm of strength (+3) (0 def, 3 armour) iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of the mind (+10%) (1 def, 0 armour) linen wizard hat of the mind (+10%) (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Defense +1 (+0 eff.) Resists +10% mind A pointy cloth hat, very wizardly... |
Arcviper the drakeskin leather armour (20 def, 8 armour) Arcviper the drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +7 Mag +8 Wil dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +7% Phys.pwr +22 (+4 eff.) Spell.pwr +17 (+7 eff.) Mind.pwr +21 (+8 eff.) Melee+ 18 acid 19 fire Dmg.mod +6% lightning Res.pen +25% arcane +10% lightning Melee Ret 14 acid 13 fire 8 lightning ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +40% lightning +20% fire +25% acid A suit of armour made of leather. |
210 alchemist agate 210 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. |
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. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Chithad the voratun pickaxe (dig speed 7 turns) Chithad the voratun pickaxe (dig speed 7 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +3 Str +1 Dex +3 Wil ----- def ----- Resists +3% lightning +8% fire +21% darkness +5% arcane ---------- misc Infravis +7 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hureratir the voratun pickaxe (dig speed 20 turns) Hureratir the voratun pickaxe (dig speed 20 turns)3.0 T5 digger tool [Rare] Arcane While equipped: Stats +3 Str +6 Mag +5 Cun dps ---------- Spell.crit +10% On Hit (Melee): * 20% chance to reduce armor by 30% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +30% acid Crit.chn- 15.00% ---------- misc Max.mana +60.00 See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Durechik' (dig speed 38 turns) iron pickaxe 'Durechik' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +3% mind ----- def ----- Resists +14% nature +9% cold Spell.save +6 (+2 eff.) Disease- +10% Stun/Frz- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's voratun pickaxe (dig speed 18 turns) sapper's voratun pickaxe (dig speed 18 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str +2 Cun dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "Of Knowledge And Horrors" 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" 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. |
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. |
Fulerain the Magmastoker Fulerain the Magmastoker2.0 T1 lite [Rare] Master While equipped: Stats +3 Dex +2 Wil dps ---------- Dmg.mod +6% fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Crit.chn- 5.00% ---------- misc Light +5 Infravis +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide 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.(84 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Skywrither' brass lantern 'Skywrither'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +1 Mag +2 Con dps ---------- Res.pen +15% fire ----- def ----- Resists +3% lightning Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
piercing alchemist's lamp of the sun piercing alchemist's lamp of the sun1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +8% light Res.pen +7% all Apr +7 ----- def ----- Resists +7% darkness Affinity +5% light ---------- misc Light +7 Sun Flare: Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 74.51 light damage. At talent level 3 you gain 20% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of corpselight scorching alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) Melee Ret 14 fire ----- def ----- Resists +7% blight +6% fire +7% darkness ---------- misc Light +4 Infravis +4 See.Invis +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 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 28 blight damage or heals 56 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. A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's brass lantern survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's dwarven lantern of focus survivor's dwarven lantern of focus1.0 T5 lite [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +7% mind ----- def ----- Phys.save +5 (+1 eff.) Heal.mod +13% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's alchemist's lamp of health watchleader's alchemist's lamp of health1.0 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +48.00 Blind- +29% Confus- +11% ---------- misc Light +8 See.Stealth +13 See.Invis +7 Track: Puts all charms on 34 cooldown Level 3.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's Eye 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 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 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." |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Heart Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
Petrified Wood Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+3 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
71 alchemist bloodstone 71 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. |
12 bloodstone 12 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. |
10 fire opal 10 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. |
3 ruby 3 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 Entropy (1/1) Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 85% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
overpowered iron torque of mindblast [power 135] (17 cooldown) overpowered iron torque of mindblast [power 135] (17 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 101 mind damage and silencing them for 4 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
piercing dwarven-steel torque of mindblast [power 225] (13 cooldown) piercing dwarven-steel torque of mindblast [power 225] (13 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 169 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of mindblast 'Floepyre' [power 350] (13 cooldown) stralite torque of mindblast 'Floepyre' [power 350] (13 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Phys.crit +8.0% Dmg.mod +12% physical Res.pen +25% cold ----- def ----- Phys.save +18 (+5 eff.) ---------- misc Light +3 Blast the opponent's mind dealing 262 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Fulydubar' [power 370] (13 cooldown) voratun torque of mindblast 'Fulydubar' [power 370] (13 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% acid +21% mind Res.pen +25% mind On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Resists +15% mind Blast the opponent's mind dealing 277 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
Blindvein the yew totem of stinging [power 302] (13 cooldown) Blindvein the yew totem of stinging [power 302] (13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness +12% mind Res.pen +10% darkness +10% fire Melee Ret 4 mind 8 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +15% mind Sting an enemy dealing 226 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Camanaridor [power 116] (13 cooldown) Camanaridor [power 116] (13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Dex +1 Mag +2 Cun dps ---------- Dmg.mod +6% mind Res.pen +10% mind ---------- misc See.Invis +9 Sting an enemy dealing 87 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Glann the Strikespire [power 266] (13 cooldown) Glann the Strikespire [power 266] (13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +10 Dex dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +12% lightning Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Persistent Will Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 22 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Tree of Life Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
ash totem of healing 'Gunyndur' [power 200] (13 cooldown) ash totem of healing 'Gunyndur' [power 200] (13 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Apr +1 ----- def ----- Defense +5 (+1 eff.) Resists +12% acid +9% lightning Die.at -40.00 life Poison- +20% Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 13 cooldown 100% to heal for 38. Natural totems are made by powerful wilders to store nature power. |
cleansing elven-wood totem of stinging [power 350] (13 cooldown) cleansing elven-wood totem of stinging [power 350] (13 cooldown)2.0 T4 totem charm [Ego+] Nature Sting an enemy dealing 262 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
overpowered yew totem of healing [power 368] (17 cooldown) overpowered yew totem of healing [power 368] (17 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 368 Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
piercing elven-wood totem of stinging [power 332] (13 cooldown) piercing elven-wood totem of stinging [power 332] (13 cooldown)2.0 T4 totem charm [Ego+] Nature Sting an enemy dealing 249 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage penetration by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful dragonbone totem of stinging [power 434] (13 cooldown) powerful dragonbone totem of stinging [power 434] (13 cooldown)2.0 T5 totem charm [Ego+] Nature Sting an enemy dealing 325 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick elven-wood totem of healing [power 272] (11 cooldown) quick elven-wood totem of healing [power 272] (11 cooldown)2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 272 Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging [power 236] (13 cooldown) yew totem of stinging [power 236] (13 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 177 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Beoromibers the elven-wood wand of conjuration [power 370] (13 cooldown) Beoromibers the elven-wood wand of conjuration [power 370] (13 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Defense +30 (+6 eff.) Resists +5% arcane +4% physical Heal.mod +10% Silence- +10% Pinning- +20% Fire a magical bolt dealing 401 lightning damage Puts all charms on 13 cooldown 100% to increase all damage by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 65 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 30 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
elm wand of lightning storm 'Hathisarek' [power 116] (13 cooldown) =2 mag= elm wand of lightning storm 'Hathisarek' [power 116] (13 cooldown) =2 mag=2.0 T1 wand charm [Rare] Arcane While equipped: Stats +7 Cun +2 Mag dps ---------- Acc +5 (+1 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (125 total damage) Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful yew wand of lightning storm [power 278] (13 cooldown) powerful yew wand of lightning storm [power 278] (13 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 60 lightning damage and will be dazed for 1 turn (301 total damage) Puts all charms on 13 cooldown 100% to increase all damage by 17% 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 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. |
9 diamond 9 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. |
4 moonstone 4 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 quartz 11 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. |
3 amber 3 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. |
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 Bobby Carnage the Thalore Brawler level 33
55th Regrowth 123rd year of Ascendancy at 18:39 see stats
By Bobby Carnage the Thalore Brawler level 33
53rd Regrowth 123rd year of Ascendancy at 09:32 see stats
By Bobby Carnage the Thalore Brawler level 37
32nd Pyre 123rd year of Ascendancy at 14:08 see stats
By Bobby Carnage the Thalore Brawler level 43
47th Dusk 123rd year of Ascendancy at 18:55 see stats
By Bobby Carnage the Thalore Brawler level 35
28th Pyre 123rd year of Ascendancy at 21:21 see stats
By Bobby Carnage the Thalore Brawler level 38
66th Pyre 123rd year of Ascendancy at 05:10 see stats
By Bobby Carnage the Thalore Brawler level 34
24th Pyre 123rd year of Ascendancy at 18:09 see stats
By Bobby Carnage the Thalore Brawler level 50
23rd Haze 123rd year of Ascendancy at 11:24 see stats
By Bobby Carnage the Thalore Brawler level 22
42nd Dusk 122nd year of Ascendancy at 00:15 see stats
By Bobby Carnage the Thalore Brawler level 50
27th Haze 123rd year of Ascendancy at 14:16 see stats
By Bobby Carnage the Thalore Brawler level 20
26th Dusk 122nd year of Ascendancy at 16:14 see stats
By Bobby Carnage the Thalore Brawler level 27
6th Allure 123rd year of Ascendancy at 06:55 see stats
By Bobby Carnage the Thalore Brawler level 50
22nd Haze 123rd year of Ascendancy at 19:22 see stats
By Bobby Carnage the Thalore Brawler level 10
3rd Mirth 122nd year of Ascendancy at 17:09 see stats
By Bobby Carnage the Thalore Brawler level 20
26th Dusk 122nd year of Ascendancy at 07:38 see stats
By Bobby Carnage the Thalore Brawler level 30
45th Regrowth 123rd year of Ascendancy at 11:20 see stats
By Bobby Carnage the Thalore Brawler level 40
8th Mirth 123rd year of Ascendancy at 23:45 see stats
By Bobby Carnage the Thalore Brawler level 50
7th Haze 123rd year of Ascendancy at 22:22 see stats
By Bobby Carnage the Thalore Brawler level 42
5th Dusk 123rd year of Ascendancy at 15:45 see stats
By Bobby Carnage the Thalore Brawler level 50
21st Haze 123rd year of Ascendancy at 09:25 see stats
By Bobby Carnage the Thalore Brawler level 22
37th Dusk 122nd year of Ascendancy at 16:00 see stats
By Bobby Carnage the Thalore Brawler level 46
63rd Dusk 123rd year of Ascendancy at 09:51 see stats
By Bobby Carnage the Thalore Brawler level 45
59th Dusk 123rd year of Ascendancy at 01:37 see stats
By Bobby Carnage the Thalore Brawler level 18
20th Dusk 122nd year of Ascendancy at 07:50 see stats
By Bobby Carnage the Thalore Brawler level 35
25th Pyre 123rd year of Ascendancy at 01:22 see stats
By Bobby Carnage the Thalore Brawler level 50
27th Haze 123rd year of Ascendancy at 14:14 see stats
By Bobby Carnage the Thalore Brawler level 11
7th Mirth 122nd year of Ascendancy at 21:02 see stats
By Bobby Carnage the Thalore Brawler level 24
33rd Haze 122nd year of Ascendancy at 22:28 see stats
By Bobby Carnage the Thalore Brawler level 50
23rd Haze 123rd year of Ascendancy at 05:35 see stats
By Bobby Carnage the Thalore Brawler level 18
12nd Dusk 122nd year of Ascendancy at 21:49 see stats
By Bobby Carnage the Thalore Brawler level 19
25th Dusk 122nd year of Ascendancy at 19:43 see stats
By Bobby Carnage the Thalore Brawler level 38
59th Pyre 123rd year of Ascendancy at 14:41 see stats
By Bobby Carnage the Thalore Brawler level 24
33rd Haze 122nd year of Ascendancy at 05:19 see stats
By Bobby Carnage the Thalore Brawler level 24
33rd Haze 122nd year of Ascendancy at 22:19 see stats
By Bobby Carnage the Thalore Brawler level 17
10th Dusk 122nd year of Ascendancy at 21:07 see stats
By Bobby Carnage the Thalore Brawler level 32
51st Regrowth 123rd year of Ascendancy at 21:26 see stats
Log
Atamathon the Giant Golem hits Bobby Carnage for (66 flat reduction), 46 fire, (66 flat reduction), 32 light, (66 flat reduction), 41 physical (119 total damage).
Bobby Carnage raises their leg and snaps it downward in a devastating axe kick.
Bobby Carnage performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem casts Rune: Reflection Shield.
A shield forms around Atamathon the Giant Golem.
Bobby Carnage hits Atamathon the Giant Golem for 338 physical, 7 arcane (345 total damage).
Melee retaliation hits Bobby Carnage for (66 flat reduction), 73 fire (73 total damage).
Atamathon the Giant Golem uses Knockback.
Atamathon the Giant Golem misses Bobby Carnage.
Burning from Atamathon the Giant Golem hits Bobby Carnage for (29 flat reduction), 0 fire (0 total damage).
Atamathon the Giant Golem hits Bobby Carnage for (66 flat reduction), 46 fire, (66 flat reduction), 32 light, (66 flat reduction), 41 physical (119 total damage).
Bobby Carnage throws a finishing uppercut.
Bobby Carnage performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem is stunned!
Atamathon the Giant Golem reflects damage back to Bobby Carnage!
Bobby Carnage hits Atamathon the Giant Golem for (255 absorbed), 0 physical, (7 absorbed), 0 arcane (0 total damage).
Atamathon the Giant Golem hits Bobby Carnage for 255 reflected, 7 reflected (261 total damage).
Melee retaliation hits Bobby Carnage for (66 flat reduction), 73 fire (73 total damage).
Atamathon the Giant Golem casts Rune: Shatter Afflictions.
Atamathon the Giant Golem is not stunned anymore.
Atamathon the Giant Golem uses Crush.
Atamathon the Giant Golem misses Bobby Carnage.
Burning from Atamathon the Giant Golem hits Bobby Carnage for (29 flat reduction), 0 fire (0 total damage).
Bobby Carnage is recovering from the damage!
Atamathon the Giant Golem hits Bobby Carnage for (66 flat reduction), 46 fire, (66 flat reduction), 32 light, (66 flat reduction), 41 physical (119 total damage).
LIFE LOST WARNING!
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