










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Class Start Priority - Undead Version 1.5.5A variant of Keevan's Class Start Priority addon, modfied with great incompetence by Parcae to allow Undead to access Ashes of Uhr'rok starting zones. Ashes of Urh'Rok 1.5.0Official 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:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Archreaver 1.3.1Adds a new class-the Archreaver-that is a combination of Archmage and Reaver. The archreaver has 4 unique talent trees as well as a couple vanilla talent trees. More info at the forum thread. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Constitution Buffs 1.1.5Constitution now adds the following bonuses per point: 3 Con, 0.25% max health, 0.5% heal mod, 0.5% Stun Immunity, and 1 Max Stamina. Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Mindstabber 1.2.5Adds a new Psionic class (since their numbers are few anyways) that is a combo of rouge, solipsist and mindslayer. Focus more on combat than staying in the back, but still has the capability to do so. Adventurer Buff Addon 1.4.8Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Store Restocker 1.5.5Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Improved Auto-explore and Rest 1.5.5Quality 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. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Dreamelf 1.5.5 Items Vault 1.5.0Donators/Buyers bonus! Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Adventurer Quality of life buff 1.5.5This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: 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. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Better Item Description 1.5.5This 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 Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Adventurer |
Level / Exp | 50 / 1496% |
Size | huge |
Lifes / Deaths | Killed by Arai at level 13 on the 25th Dusk 122nd year of Ascendancy at 00:52 3 / 4Killed by Arai at level 43 on the 54th Dusk 123rd year of Ascendancy at 17:00 Killed by fire imp at level 48 on the 65th Dusk 123rd year of Ascendancy at 07:41 Killed by Arai at level 50 on the 44th Regrowth 124th year of Ascendancy at 04:32 |
Primary Stats
Strength | 165 (base 59) |
Dexterity | 131 (base 59) |
Constitution | 72 (base 42) |
Magic | 93 (base 33) |
Willpower | 73 (base 26) |
Cunning | 81 (base 21) |
Resources
Mana | 259/294 |
Equilibrium | 35 |
Life | 1554/1554 |
Stamina | 332/336 |
Paradox | 300 |
Healing Factor | 1.15 |
Regeneration | 194.19500735518 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +40% |
Spell | 0% |
Global | +163.25361126719% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 17.028179029687 |
See Stealth | 80.614295048715 |
See Invisible | 87.614295048715 |
Offense: Mainhand
Damage | 321 |
Accuracy | 94 |
Crit Chance | 126% |
APR | 45 |
Speed | 0.80 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 54% |
Speed | 1 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +32% |
Darkness | +26% |
Temporal | +31% |
Blight | +29% |
Physical | +86% |
Mind | +24% |
All | +11% |
Offense: Damage Penetration
Blight | +15% |
Physical | +103% |
Temporal | +23% |
All | 0% |
Defense: Base
Armour (hardiness) | 26 (74.117647058824%) |
Defense | 65 |
Ranged Defense | 72 |
Fatigue | 0 |
Physical Save | 77 |
Spell Save | 65 |
Mental Save | 68 |
Defense: Resistances
Blight | + 39%( 70%) |
Darkness | + 35%( 70%) |
Mind | + 35%( 70%) |
All | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 70% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 17% (scales with Constitution) for 6 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 810 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 755 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Sniper | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Temporal | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Munitions | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Archery prowess | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Chronomancy / Bow Threading | 1.95 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Stone | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Marksmanship | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Thalore | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Hunter | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Thuggery | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Intuitive Shots |
talent | Trained Reactions |
talent | Wild Growth |
talent | Inner Power |
talent | Crystalline Focus |
talent | Arcane Feed |
talent | Shock Hands |
talent | Arcane Combat |
talent | Elemental Harmony |
talent | Essence of Speed |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 162.08 life per turn. Regeneration |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Dexterity by +2. | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1172. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * 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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | ![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +4 Dex +8 Mag +5 Wil +3 Cun dps ---------- Crit.mult +15.00% Dmg.mod +15% darkness +12% blight Phasing +20% ----- def ----- Armour +5 Fatigue +5% Spell.save +9 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.16 Disengage: Puts all charms on 8 cooldown Level 1.5 Pwr.cost 8 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 125% 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. A pair of boots made of leather. This item has been sent to the Item's Vault. |
Quiver | ![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 165% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +41.0% Capacity 22 Ranged+ +16 lightning +21 light +4 mind Against +24% Undead On Hit.r1 +8 lightning On Hit: * 40% chance to daze at end of turn On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
Light source | ![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 6.0 Pwr.cost 40 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 38.93 cold damage and 65.25 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. This item has been sent to the Item's Vault. |
On head | ![]() 3.0 T3 head armor [Random Unique] Master While equipped: Stats +6 Str +5 Dex +3 Mag +5 Wil +1 Con ----- def ----- Armour +4 Fatigue +4% Resists +5% blight Phys.save +7 (+2 eff.) Mind.save +16 (+4 eff.) ---------- misc Light +2 Battle Cry: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 21 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. This item has been sent to the Item's Vault. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +9 Dex +8 Cun +9 Con dps ---------- Crit.mult +10.00% Phys.pwr +30 (+5 eff.) Spell.pwr +14 (+4 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +6% blight Acc +15 (+3 eff.) On Hit (Melee): * Slows global speed by 33% ----- def ----- Mind.save +20 (+5 eff.) ---------- misc Hate/m.crit +4.00 Max.psi +40.00 Rings can have magical properties. This item has been sent to the Item's Vault. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Around waist | ![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 6.0 Pwr.cost 15 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 77 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | ![]() 4.0 T4 longbow 2H weapon [Random Unique] Arcane/Master Power 65% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 On Hit.r1 +2 blight On Crit.r2 +2 mind While equipped: Stats +17 Mag dps ---------- Dmg.mod +20% temporal +3% mind +52% physical Res.pen +15% blight +23% temporal +53% physical ----- def ----- Heal/summ +10 ---------- misc Reload +13 Masteries +0.45 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T5 hands armor [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 144% Range: 1.4x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 1 On Hit: 10% Greater Weapon Focus 1 Attackspeed is 100% for non-Brawlers! Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This item has been sent to the Item's Vault. |
Main armor | ![]() 9.0 T4 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +5 Str +9 Dex +6 Mag +8 Wil +5 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +14 (+4 eff.) Rng.Def +8 (+2 eff.) Fatigue +8% Max.HP +42.00 A suit of armour made of leather. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +4.0% Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +4% all Melee Ret 30 mind ----- def ----- Defense +14 (+4 eff.) Resists +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Masteries +0.20 Cursed/Gloom +0.20 Cursed/Darkness Creeping Darkness: Level 6.8 Pwr.cost 9 out of 18/18. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 6 spots in a radius of 3 around the targeted location. The dark deals 81.62 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. This item has been sent to the Item's Vault. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
![]() 0.1 T5 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to greatly increase your size 12 turns. This increases you size category by 1 and increases your physical power and save by 40. Inscribe your skin with the infusion. This rune pulses with strength, like it could become huge in an instant. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 11 turns. While Heroism is active, you will only die when reaching -692 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 24 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 92.45 nature damage per turn for 7 turns, and reducing the target's healing received by 58%. The sudden stream of natural forces also strips you of one random detrimental magical 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 ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 836 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 629 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 875 life over 5 turns. 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 ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 740 life over 5 turns. 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 ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 579.02 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 10. 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 ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1723% for 10 turns and instantly restoring 86 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
![]() 0.1 T2 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 212 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 24) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any dragon around. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T3 taint scroll [Plot Item] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% Mind.pwr +12 (+2 eff.) Dmg.mod +12% darkness Melee Ret 4 arcane ----- def ----- Resists +14% cold +30% fire +23% temporal Spell.save +3 (+1 eff.) Mind.save +13 (+3 eff.) Confus- +25% Pinning- +40% Knockbk- +41% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 6.0 Pwr.cost 5 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 679.37 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun dps ---------- Dmg.mod +9% nature +21% lightning Res.pen +15% lightning Melee Ret 20 nature 4 lightning ----- def ----- Resists +6% lightning Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+9 eff.) Confus- -100% Inner Demons: Level 6.0 Pwr.cost 15 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 13 turns, there's a 27% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 19 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +10% nature +12% blight Blind- +12% Poison- +20% Disease- +24% ---------- misc Infravis +2 Sight +2 See.Invis +6 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +20% light +20% darkness Heal.mod +17% Blind- +28% Cut- +50% Heal: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 397 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% blight Res.pen +10% blight Acc +6 (+1 eff.) ----- def ----- Resists +5% nature +11% blight Max.HP +20.00 Poison- +12% Disease- +10% Disarm- +20% Pinning- +28% Knockbk- +25% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 213.43 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 4 turn(s). Uses 16 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +9% acid +21% darkness ----- def ----- Resists +24% acid Mind.save +10 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +9 Str +2 Cun +9 Con ----- def ----- Fatigue -4% Phys.save +12 (+3 eff.) ---------- misc Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Crit.mult +15.00% Phys.pwr +19 (+3 eff.) Spell.pwr +24 (+6 eff.) Mind.pwr +32 (+6 eff.) Dmg.mod +15% nature +10% all ----- def ----- Resists +30% nature Mind.save +30 (+7 eff.) ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+10 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. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 3.4 Pwr.cost 20 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 63 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+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. |
![]() 0.1 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 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Pugilism +0.30 Technique/Archery excellence +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Two-handed weapons +0.30 Technique/Thuggery +0.30 Technique/Shield offense +0.30 Technique/Unarmed training +0.30 Technique/Archery prowess +0.30 Technique/Combat training +0.30 Technique/Combat techniques +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Shield defense +0.30 Technique/Dual techniques +0.30 Technique/Superiority +0.30 Technique/Finishing moves +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 6.0 Pwr.cost 3 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 223.82 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +14 Resists +12% cold +12% nature +6% light HP.reg +3.20 Cut- +15% Silence- +10% Stun/Frz- +34% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+2 eff.) Blind- +25% ---------- misc Infravis +4 See.Stealth +9 See.Invis +10 Rings can have magical properties. |
![]() 3.0 T3 battleaxe 2H weapon [Unique] Master Power 164% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 175% Range: 1.5x Uses 40% Wil, 130% Str Dmg Physical Acc+ +0.2% crit / acc Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 182% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 270.61 fire damage, and flames will be left dealing a further 63.40 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 184% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master Power 170% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 10 arcane resource burn * 34% chance to corrode armour by 30% On Crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing While equipped: Stats +2 Mag dps ---------- Phys.crit +21.0% Phys.pwr +19 (+3 eff.) Res.pen +19% nature +21% acid Melee Ret 4 darkness ----- def ----- Resists +6% acid +12% temporal +10% all HP.reg +3.00 ---------- misc Infravis +1 Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 148% Range: 1.3x Uses 40% Wil, 45% Cun, 45% Dex Dmg Arcane Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 temporal On Hit: * 20% chance to torment the target On Crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +12 (+2 eff.) Res.pen +12% mind +10% darkness Melee Ret 14 temporal 8 fire ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +12% mind +14% temporal Poison- +10% Teleport- +15% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 146% Range: 1.3x Uses 40% Wil, 45% Cun, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 temporal +16 nature On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * 26% chance to corrode armour by 30% On Crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing While equipped: Stats +4 Con dps ---------- Phys.crit +10.0% Phys.pwr +12 (+2 eff.) Res.pen +12% acid Apr +2 ----- def ----- Armour +6 Resists +3% physical Phys.save +20 (+5 eff.) HP.reg +2.00 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 143% Range: 1.3x Uses 40% Wil, 45% Cun, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T5 dagger 1H weapon [Unique] Psionic Power 147% Range: 1.3x Uses 70% Wil, 30% Cun, 40% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+2 eff.) Res.pen +30% physical Acc +8 (+2 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 5 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 40% Wil, 35% Cun, 55% Mag Dmg Physical Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.0 Pwr.cost 20 out of 50/50. Range 6 Travel.spd 600% of base Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 17.43 acid and 20.26 blight damage. If not cleared after five turns it will inflict 115.01 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 40% Wil, 64% Cun, 35% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Creeping Darkness: Level 5.1 Pwr.cost 13 out of 40/40. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 6 spots in a radius of 3 around the targeted location. The dark deals 71.27 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 T4 dagger 1H weapon [Unique] Psionic Power 143% Range: 1.3x Uses 40% Wil, 45% Cun, 55% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals physical damage equal to 3% of the target's missing health While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 136% Range: 1.3x Uses 40% Wil, 45% Cun, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 40% Wil, 100% Dex, 0% Cun Dmg Physical Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 120% Range: 1.3x Uses 40% Wil, 45% Cun, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 40% Wil, 55% Dex, 5% Mag 45% Cun Dmg Physical Acc+ +0.5% APR / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 40% Wil, 45% Dex, 10% Mag 45% Cun Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness 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 4 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 188.23 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. This item has been sent to the Item's Vault. |
![]() 1.0 T5 dagger 1H weapon [Rare] Psionic Power 145% Range: 1.3x Uses 40% Wil, 45% Cun, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: ----- def ----- Resists +12% lightning +12% temporal +6% cold +9% nature +6% acid Spell.save +30 (+8 eff.) Sharp, short and deadly. This item has been sent to the Item's Vault. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 176% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +8 temporal +21 fire On Hit: * 20% chance to disease * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +3% blight +6% temporal Res.pen +21% physical Acc +16 (+3 eff.) Apr +13 On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 177% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +16 lightning On Hit: * 35% chance to corrode armour by 30% While equipped: dps ---------- Phys.crit +19.0% Crit.mult +26.00% Dmg.mod +19% physical Res.pen +20% acid +16% physical Apr +41 ----- def ----- Resists +15% lightning +9% fire +6% darkness HP.reg +4.00 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Psionic Power 173% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +21 temporal On Hit.r1 +17 fire On Hit: * 40% chance to cause random gloom * 25% chance to put talents on cooldown While equipped: dps ---------- Res.pen +10% mind Melee Ret 12 temporal 12 fire ----- def ----- Resists +3% lightning +19% temporal +3% mind Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 174% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Phys.crit +14.0% Crit.mult +17.00% Dmg.mod +16% physical Res.pen +17% acid +14% physical +12% cold +24% lightning +21% fire Apr +32 ----- def ----- Armour +4 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +5% arcane +3% blight Stun/Frz- +20% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 173% Range: 1.6x Uses 40% Wil, 120% Str Dmg Lightning Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 111% Melee+ +42 cold On Crit: * cripple the target While equipped: Stats +2 Cun +9 Dex dps ---------- Phys.crit +21.0% Acc +21 (+4 eff.) ----- def ----- Armour +4 Resists +6% acid +3% light +6% nature Blind- +15% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 40% Wil, 114% Str, 20% Con Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 65 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 15 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 182% Range: 1.6x Uses 40% Wil, 10% Mag, 130% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Disrupt/Master Power 194% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +24 nature On Hit: * 25% chance to remove a magical effect On Crit: * cripple the target While equipped: Stats +1 Wil dps ---------- Phys.crit +13.0% Crit.mult +15.00% Mind.pwr +2 (+0 eff.) Dmg.mod +6% fire ----- def ----- Resists +9% mind Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 180% Range: 1.6x Uses 40% Wil, 125% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 5 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Psionic Power 173% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +26 temporal +21 nature +4 arcane On Hit.r1 +12 arcane On Crit.r2 +26 ice On Hit: * 20% chance to torment the target While equipped: dps ---------- Res.pen +16% cold +31% mind +21% darkness Melee Ret 8 mind ----- def ----- Armour +16 Resists +5% arcane Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Power 65% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +18 cold While equipped: Stats +3 Cun +8 Con dps ---------- Dmg.mod +26% physical Res.pen +23% physical +15% cold ----- def ----- Armour +12 Resists +6% fire ---------- misc Psi/ret +0.16 Masteries +0.30 Wild-gift/Fungus Regenerate 168 life over 5 turns Puts all charms on 10 cooldown Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon [Unique] Arcane Power 65% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. This item has been sent to the Item's Vault. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Power 65% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 143% Range +10 Proj.spd +200% Ranged+ +12 cold On Hit.r1 +4 mind +2 arcane On Crit.r2 +2 fire While equipped: Stats +11 Dex dps ---------- Mind.crit +1% Res.pen +30% physical +23% cold ----- def ----- Armour +23 Mind.save +3 (+1 eff.) Heal/summ +30 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Unique] Arcane Power 65% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 143% Range +10 While equipped: Stats +5 Dex +7 Mag dps ---------- Spell.pwr +20 (+5 eff.) Mov.spd +10% Ranged+ 75 lightning Dmg.mod +20% lightning ----- def ----- Rng.Def +15 (+4 eff.) Resists +20% lightning ---------- misc Masteries +0.10 Spell/Storm +0.20 Spell/Air Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. This item has been sent to the Item's Vault. |
![]() 4.0 T1 longbow 2H weapon [Unique] Master Power 65% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+2 eff.) Steady Shot: Level 3.0 Pwr.cost 4 out of 8/8. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 39% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Power 65% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +41 nature While equipped: Stats +9 Str +12 Dex +1 Mag dps ---------- Phys.pwr +18 (+3 eff.) Dmg.mod +21% lightning Res.pen +10% blight +26% physical +23% nature ----- def ----- Resists +12% all Res/telep +4% ---------- misc Vim/s.crit +2.00 Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
![]() 3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 158% Range: 1.4x Uses 50% Wil, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-8 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 157% Range: 1.4x Uses 40% Wil, 10% Mag, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+6 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 6.0 Pwr.cost 10 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 176% weapon damage. If the attack hits, the target will bleed for 331% weapon damage over 7 turns, and all healing will be reduced by 81%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 159% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+4 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 147% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +10 Crit +18.0% Atk.spd 100% Dmg.conv 50% fire While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire Fire Breath: Level 3.0 Pwr.cost 13 out of 25/25. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 469.43 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. 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%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master Power 157% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Phys.spd +10% ----- def ----- Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 161% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +8 Mag dps ---------- Spell.crit +9% Spell.pwr +25 (+7 eff.) Dmg.mod +30% lightning +30% fire +30% arcane ---------- misc Light +1 On Spell Hit: 12% Lightning 5 On Spell Hit: 12% Flame 5 On Spell Hit: 12% Manathrust 5 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 159% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +5% all ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 158% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 148% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +10 Crit +10.0% Atk.spd 100% Melee+ +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 125.73 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: dps ---------- Dmg.mod +20% cold Melee Ret 40 ice ----- def ----- Resists +25% cold Ice.pen +35% No Winter Storm Active Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 15 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. This item has been sent to the Item's Vault. |
![]() 3.0 T5 longsword 1H weapon [Rare] Master Power 152% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Str dps ---------- Dmg.mod +13% physical Acc +12 (+2 eff.) ----- def ----- Fatigue -12% Resists +6% light +15% lightning Phys.save +30 (+7 eff.) Confus- +15% ---------- misc Stam/ret +2.50 Infravis +3 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Unique] Psionic Power 161% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 30 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature Power 115% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Acc uses Wil Apr +40 Crit +13.0% Atk.spd 100% On Hit.r1 +12 blight +4 fire On Hit: * 20% chance to corrode armour by 30% * Slows global speed by 20% * 20% chance to disease While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +5% acid Res.pen +10% blight +5% fire Melee Ret 4 blight ----- def ----- Resists +3% blight +3% fire Phys.save +7 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc Equi/ret +4.60 Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 127% Range: 1.1x Uses 100% Wil, 20% Cun Dmg Dreamforge Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+2 eff.) Mind.pwr +16 (+3 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+2 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 4.5 Pwr.cost 12 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 57.60 mind damage, 51.56 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 5.13 mind and 4.59 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature The natural wyrm seeks an element. Power 113% Range: 1.1x Uses 80% Wil, 20% Str, 10% Cun Dmg Physical Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 18% acid 18% cold 18% fire 18% lightning While equipped: dps ---------- Phys.crit +4.0% Mind.crit +4% Phys.pwr +8 (+1 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +8% lightning +8% physical +8% fire +8% cold +8% acid ----- def ----- Resists +8% acid +8% physical +8% fire +8% cold +8% lightning ---------- misc Masteries +0.10 Wild-gift/Venom drake aspect +0.10 Wild-gift/Cold drake aspect +0.10 Wild-gift/Fire drake aspect +0.10 Wild-gift/Storm drake aspect +0.10 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Lightning Breath: Level 6.0 Pwr.cost 15 out of 30/30. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe lightning in a frontal cone of radius 9. Any target caught in the area will take 251.62 to 754.86 lightning damage, and have a 50% chance to be dazed for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature Power 100% Range: 1.1x Uses 75% Wil, 50% Cun Dmg Nature Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+2 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Rage: Level 4.0 Pwr.cost 8 out of 16/16. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 21 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 115% Range: 1.1x Uses 90% Wil, 20% Cun Dmg Nature slow Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% Melee+ +0 manaburn arcane While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+2 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+4 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 10 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 164.62 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 109% Range: 1.1x Uses 85% Wil, 25% Cun Dmg Fire Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+3 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+3 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature Power 136% Range: 1.1x Uses 60% Wil, 60% Cun Dmg Nature Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Dmg.conv 30% darkness While equipped: Stats +9 Cun dps ---------- Mind.crit +10% Mind.pwr +20 (+4 eff.) ----- def ----- Resists +25% light +25% darkness ---------- misc Infravis +5 Masteries +0.20 Wild-curse/Wolf aspect +0.20 Celestial/Hymns On Nature Hit: 10% Moonlight Ray 5 This mindstar reminds you of the colour of a rising moon, or a wolf's eyes. Touching it makes you want to howl to the moon. |
Arcgrit the voratun sceptre (150% power, 6 apr) Arcgrit the voratun sceptre (150% power, 6 apr)3.0 T5 sceptre 1H weapon [Random Unique] Arcane/Master Power 150% Range: 1.4x Uses 40% Wil, 50% Mag, 50% Con Dmg Lightning Acc+ +2.5% procs dam / acc Apr +6 Crit +3.0% Atk.spd 100% Against +25% Undead While equipped: dps ---------- Phys.crit +14.0% Crit.mult +27.00% Phys.pwr +14 (+2 eff.) Spell.pwr +15 (+4 eff.) Dmg.mod +9% physical Acc +13 (+3 eff.) Melee Ret 8 lightning ----- def ----- Armour +6 Defense +14 (+4 eff.) Resists +15% darkness Heal.mod +5% ---------- misc See.Stealth +20 Blunt and deadly. |
Blindswift the voratun sceptre (150% power, 6 apr) Blindswift the voratun sceptre (150% power, 6 apr)3.0 T5 sceptre 1H weapon [Random Unique] Arcane Power 150% Range: 1.4x Uses 40% Wil, 50% Mag, 50% Con Dmg Physical Acc+ +2.5% procs dam / acc Apr +6 Crit +3.0% Atk.spd 100% Dmg.conv 25% stunning darkness Against +20% Vermin +29% Insect +28% Spiderkin On Hit: 10% Rigor Mortis 5 While equipped: dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) S.pwr/crit +12 Res.pen +20% darkness +25% light Melee Ret 8 acid ----- def ----- Resists +14% nature +24% acid ---------- misc Light +2 Blunt and deadly. |
Breacher (150% power, 10 apr) Breacher (150% power, 10 apr)3.0 T5 sceptre 1H weapon [Unique] Arcane/Nature Power 150% Range: 1.4x Uses 40% Wil, 50% Mag, 50% Con Dmg Physical Acc+ +2.5% procs dam / acc Apr +10 Crit +3.0% Atk.spd 100% Phasing +30% Dmg.conv 50% corrosive acid On Hit.r1 +50 manaburn arcane On Hit: 10% Arcane Vortex 5 On Hit: 10% Destroy Magic 5 While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +30% arcane +30% acid Res.pen +20% arcane +20% acid Disperse Magic: Level 7.5 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 6 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Powerful enchantments have been laid on this sceptre to make it able to break the most formidible of defenses, both physical and magical. |
voratun sceptre 'Eclipsearc' (150% power, 6 apr) voratun sceptre 'Eclipsearc' (150% power, 6 apr)3.0 T5 sceptre 1H weapon [Random Unique] Master Power 150% Range: 1.4x Uses 40% Wil, 50% Mag, 50% Con Dmg Physical Acc+ +2.5% procs dam / acc Apr +6 Crit +3.0% Atk.spd 111% While equipped: Stats +7 Dex +7 Con dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +15 (+4 eff.) Res.pen +15% physical Acc +11 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +11 Hardiness +7% Resists +6% blight +13% physical +9% nature +6% darkness Spell.save +30 (+8 eff.) Disarm- +33% Blunt and deadly. |
![]() 4.0 T3 sling 1H weapon [Unique] Nature Power 65% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 4.5 Pwr.cost 4 out of 8/8. Range 9 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 4.0 T5 sling 1H weapon [Unique] Master Power 65% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 143% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 6.0 Pwr.cost 8 out of 16/16. Range 9 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 262% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
![]() 4.0 T5 sling 1H weapon [Rare] Master Power 65% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 125% Range +10 On Hit.r1 +8 lightning +6 fire +4 darkness On Hit: * 40% chance to daze at end of turn While equipped: Stats +7 Dex dps ---------- Dmg.mod +12% darkness +9% fire ----- def ----- Resists +15% darkness +12% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Random Unique] Arcane/Master Power 65% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 143% Range +10 Proj.spd +200% Ranged+ +20 cold On Crit.r2 +4 acid On Hit: * 40% chance to corrode armour by 30% While equipped: Stats +7 Str dps ---------- Phys.pwr +13 (+2 eff.) Dmg.mod +3% acid +20% cold +6% darkness ----- def ----- Resists +6% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Random Unique] Nature/Master Power 65% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 125% Range +10 On Hit: * 18% chance to daze at end of turn While equipped: Stats +4 Str +4 Dex +3 Mag +4 Wil +3 Cun +4 Con dps ---------- Phys.crit +6.0% Mind.crit +1% Phys.pwr +2 (+0 eff.) Dmg.mod +6% mind +22% physical Res.pen +13% lightning Acc +8 (+2 eff.) ----- def ----- Resists +6% darkness +5% arcane Phys.save +6 (+2 eff.) Spell.save +3 (+1 eff.) Max.HP +10.00 ---------- misc Max.psi +10.00 Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Arcane Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+12 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 100 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." |
![]() 5.0 T4 staff 2H weapon [Random Unique] Nature/Master Power 129% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Cun +4 Con dps ---------- Spell.crit +4% Spell.pwr +19 (+5 eff.) Mind.pwr +2 (+0 eff.) Mov.spd +13% Dmg.mod +25% cold On Hit (Melee): * 6% chance to blind ----- def ----- Defense +10 (+3 eff.) Mind.save +18 (+4 eff.) HP.reg +1.00 Heal.mod +26% Heal/summ +20 ---------- misc Max.enc +26 Max.stam +10.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 3 cooldown Level 3.0 Pwr.cost 3 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 130.04 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Unique] Arcane Power 136% Range: 1.2x Uses 150% Mag, 40% Wil Dmg Physical Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +25% Spell.pwr +40 (+10 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() 5.0 T5 staff 2H weapon [Unique] Unknown Power 136% Range: 1.2x Uses 150% Mag, 40% Wil Dmg Physical Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+10 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 T4 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 150% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Acc+ +2.5% procs dam / acc Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +28 (+7 eff.) Dmg.mod +26% darkness ---------- misc Masteries +0.20 Spell/Necrotic minions +0.20 Celestial/Star fury +0.10 Spell/Advanced necrotic minions This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 5.0 T4 staff 2H weapon [Unique] Nature Power 136% Range: 1.2x Uses 150% Mag, 40% Wil Dmg Nature Acc+ +2.5% procs dam / acc Apr +6 Atk.spd 100% While equipped: dps ---------- Spell.pwr +30 (+8 eff.) Dmg.mod +30% nature ----- def ----- Heal.mod +20% Heal/summ +50 ---------- misc Masteries +0.20 Spell/Aegis +0.20 Wild-gift/Call of the wild On Spell Hit: 10% Slime Spit 4 On Nature Hit: 10% Sudden Growth 4 A sturdy elvenwood stave covered in small buds, ready to burst. The energy of the stave feels like the start of Spring. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 136% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Dex +11 Mag +10 Wil dps ---------- Spell.crit +14% Spell.pwr +33 (+9 eff.) Dmg.mod +30% lightning +9% nature +9% mind Res.pen +15% mind ----- def ----- Resists +3% mind Phys.save +30 (+7 eff.) ---------- misc Max.mana +186.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 129% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +8 arcane On Hit.r1 +4 mind While equipped: Stats +1 Mag dps ---------- Phys.crit +9.0% Spell.crit +4% Crit.mult +10.00% Spell.pwr +18 (+5 eff.) Melee+ 32 arcane Dmg.mod +25% lightning +3% arcane ----- def ----- Armour +6 Hardiness +5% Resists +12% lightning Phys.save +5 (+2 eff.) ---------- misc Max.mana +60.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 waraxe 1H weapon [Unique] Arcane Power 167% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 100% HP.leech +5% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
![]() 3.0 T5 waraxe 1H weapon [Unique] Psionic Power 170% Range: 1.4x Uses 40% Wil, 100% Str Dmg Phys.bleed Acc+ +0.2% crit / acc Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +10% physical ---------- misc See.Invis +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 120% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 T3 whip 1H weapon [Unique] Psionic Power 118% Range: 1.1x Uses 60% Wil, 10% Cun, 70% Dex Dmg Mind Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+2 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 5 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +16 (+3 eff.) Dmg.mod +9% fire ----- def ----- Armour +6 Defense +14 (+4 eff.) Rng.Def +3 (+1 eff.) Resists +5% arcane Phys.save +10 (+3 eff.) Stealth +11 Die.at -20.00 life Disarm- +5% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Phys.crit +4.0% Spell.crit +4% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) Dmg.mod +6% temporal Melee Ret 8 acid 4 temporal ----- def ----- Resists +6% blight Def/telep +15 Res/telep +15% Dur/telep +15% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% fire Melee Ret 12 fire ----- def ----- Armour +7 Resists +6% temporal D.Red.from +19% Summoned Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.21 Max.mana +31.00 Create a temporary shield that absorbs 260 damage Puts all charms on 15 cooldown A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. This item has been sent to the Item's Vault. |
![]() 1.0 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 332, based on Magic) for 10 turns. Uses 10 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. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Resists +0% mind Mind.save +0 (+0 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. This item has been sent to the Item's Vault. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Str dps ---------- Mind.pwr +8 (+2 eff.) Melee Ret 4 arcane ----- def ----- Fatigue -4% Resists +7% acid +8% blight +7% fire +7% cold +6% lightning Crit.dmg- 10.00% Phys.save +9 (+3 eff.) ---------- misc Telepathy Dragon Humanoid/Orc The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +5 Dex +6 Cun +8 Lck dps ---------- Dmg.mod +18% acid Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% * 30% chance to daze at end of turn ----- def ----- Resists +21% lightning Stealth +11 ---------- misc T.Disarm +30 Infravis +6 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Cun +7 Lck ----- def ----- Armour +7 Defense +8 (+2 eff.) Phys.save +12 (+3 eff.) Stealth +7 ---------- misc T.Disarm +10 Infravis +5 A belt that goes around your waist. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 4.5 Pwr.cost 5 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 93 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 T4 cloak armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% physical Melee Ret 20 blinding physical ----- def ----- Defense +10 (+3 eff.) Resists +10% physical +10% fire Phys.save +10 (+3 eff.) Stealth +10 ---------- misc Masteries +0.20 Wild-curse/Ritch aspect Sandstorm: Level 6.0 Pwr.cost 10 out of 25/25. Range 10 Travel.spd 200% of base Is a nature gift a spell Description: Summons a sandstorm that moves slowly toward its target, following it if it changes position. Any foe caught in its path takes 165.66 physical damage and could be blinded. When it reaches its target, it explodes in a radius of 1 for 300.34 physical damage and possibly blinding. All the sand will also drop onto them, slowing them for 4 turns. The sandstorm will last for 18 turns, or until it reaches its target. Damage will increase with your Spellpower. The outside of the cloak is covered with shifting sands, making it look like a pile of sand on the ground. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 3.0 Pwr.cost 10 out of 20/20. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 48% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.0 Pwr.cost 14 out of 28/28. Range 7 Travel.spd instantaneous Is a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 125.79 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+3 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+5 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.5 Pwr.cost 25 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 6 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 25 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Melee Ret 16 blight ----- def ----- Defense +2 (+1 eff.) Resists +3% temporal +2% physical Blind- +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +18% lightning +17% cold +19% physical Melee Ret 4 acid ----- def ----- Defense +5 (+1 eff.) Resists +27% lightning +25% cold +3% acid +19% physical Mind.save +30 (+7 eff.) ---------- misc Equi/ret +0.12 Telepathy Demon/Minor Humanoid/Orc Demon/Major A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +30 (+8 eff.) ----- def ----- Defense +6 (+2 eff.) Spell.save +25 (+7 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 On Spell Hit: 5% Bone Spear 3 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +8 (+2 eff.) Resists +20% fire -10% cold This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% fire +10% cold Spell.save +18 (+5 eff.) Mind.save +15 (+4 eff.) Blind- +40% ---------- misc Mana/turn +1.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T5 cloth armor [Unique] Nature While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +20% Mind.crit +20% Dmg.mod +30% lightning ----- def ----- Defense +20 (+5 eff.) Resists +20% lightning +20% cold +20% physical ---------- misc Masteries +0.20 Wild-gift/Winds +0.20 Wild-gift/Weather This is not a robe, this is a smock. It is unclear if it always had stormy enchantments, or whether those appeared when the mage wearing it found out it was really a smock... |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature Phys.save +10 (+3 eff.) Spell.save +10 (+3 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. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+6 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical Temporal Reprieve: Level 1.5 Pwr.cost 25 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +6 Str +6 Mag +8 Wil +6 Con dps ---------- Dmg.mod +11% lightning +25% physical +7% cold +12% nature +9% acid Res.pen +5% darkness ----- def ----- Defense +5 (+1 eff.) Resists +8% lightning +16% physical +3% blight +15% cold +6% nature Spell.save +10 (+3 eff.) Poison- +37% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane Phase door up to range 6, within radius 2 of the target location. Uses 12 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Lck +5 Dex dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +6% blight ----- def ----- Armour +3 Fatigue +3% Spell.save +38 (+10 eff.) Stealth +8 ---------- misc Max.mana +40.00 A pair of boots made of leather. |
![]() 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 16 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +18 (+3 eff.) Res.pen +25% physical Apr +6 ----- def ----- Armour +5 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +5% Heal.mod +15% ---------- misc Stam/turn +1.00 A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 65 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 10 out of 20/20. Range 7 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 109% Range: 1.1x Uses 20% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 10% Mind Blast 1 On Hit: 15% Shadow Simulacrum 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Attackspeed is 100% for non-Brawlers! Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 144% Range: 1.4x Uses 20% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 7.5 Pwr.cost 6 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 122.79 fire damage and 139.39 darkness damage in a radius of 7. The damage will increase with your Spellpower. Attackspeed is 100% for non-Brawlers! These fell looking gloves glow with untold power. |
![]() 1.0 T5 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Str +4 Wil +2 Con dps ---------- Melee+ 11 cold Dmg.mod +8% cold On Hit (Melee): * Slows global speed by 15% * 30% chance to inflict 15% damage reduction On Melee Ret: * 27% chance to reduce effective powers by 20% * 22 arcane resource burn ----- def ----- Armour +3 Resists +6% temporal +8% cold Spell.save +47 (+12 eff.) Disarm- +36% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 132% Range: 1.1x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +10 ice On Hit: 10% Ice Breath 5 On Hit: 10% Disarm 5 On Hit: * Slows global speed by 40% * 19% chance to reduce effective powers by 20% * 25 arcane resource burn Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 130% Range: 1.4x Uses 80% Wil, 40% Cun, 40% Dex 40% Str Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Frost Grab: Level 4.0 Pwr.cost 10 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 102.01 cold damage. The damage and chance to slow will increase with your Spellpower. Attackspeed is 100% for non-Brawlers! Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 91% Range: 1.1x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +4.0% Atk.spd 100% Dmg.conv 40% item nature slow On Hit: 35% Slime Spit 1 Attackspeed is 100% for non-Brawlers! These gloves are coated with a thick, green liquid. |
![]() 1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+1 eff.) Unarmed combat: Power 107% Range: 1.4x Uses 40% Wil, 40% Str, 40% Cun 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence On Hit: 100% Destroy Magic 1 Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 Attackspeed is 100% for non-Brawlers! These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +11 Dex dps ---------- Dmg.mod +3% fire Res.pen +25% temporal ----- def ----- Armour +4 Fatigue +4% Resists +8% nature +13% darkness Spell.save +5 (+2 eff.) Max.HP +55.00 Heal.mod +17% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 Skullcr.mult +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 10 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 78.93 to 236.79 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +5 Con +3 Wil dps ---------- Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +8% acid +8% fire +8% cold +8% lightning ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +15% fire +15% cold +15% lightning ---------- misc See.Invis +15 This jeweled crown shimmers with colors. |
![]() 1.0 T3 head armor [Unique] Arcane/Master While equipped: Stats +3 Dex +5 Mag +4 Wil +2 Con dps ---------- Spell.crit +2% Dmg.mod +11% blight +5% arcane Melee Ret 10 vim draining blight ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) ---------- misc Stam/turn +0.60 Max.vim +25.00 Vimsense: Level 3.0 Pwr.cost 13 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 25%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Cun +1 Con dps ---------- Dmg.mod +6% light ----- def ----- Armour +3 Fatigue +3% Resists +9% cold ---------- misc See.Invis +9 Telepathy Humanoid/Orc Breathe water A cap made of leather. |
![]() 3.0 T5 head armor [Unique] Nature/Psionic While equipped: dps ---------- Phys.pwr +20 (+3 eff.) ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +10% Phys.save +20 (+5 eff.) ---------- misc Size +1 Rush: Level 7.5 Pwr.cost 23 out of 45/45. Range 11 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of huge and real minotaur horns are fixed to the top of this voratun helm. Just touching it makes you feel bull headed. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 15 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +6 Str +4 Dex +5 Mag +2 Wil dps ---------- Res.pen +20% acid ----- def ----- Defense +2 (+1 eff.) Fatigue -16% Spell.save +10 (+3 eff.) ---------- misc See.Invis +6 A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +11 Dex +8 Wil +2 Con ----- def ----- Armour +5 Fatigue +5% Resists +9% blight +11% temporal +8% lightning Crit.dmg- 15.00% Mind.save +11 (+3 eff.) ---------- misc See.Invis +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T5 head armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Mag +17 Wil +4 Cun dps ---------- Spell.crit +4% Mind.pwr +6 (+1 eff.) Dmg.mod +17% blight +12% temporal +16% arcane Res.pen +5% temporal Melee Ret 12 darkness On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +14% blight Mind.save +13 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% ----- def ----- Armour +5 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Fatigue +5% Resists +10% acid +2% physical +13% fire +16% cold +20% lightning ---------- misc Stam/ret +1.70 Equi/ret +1.30 Breathe water A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +8 Str +13 Dex +4 Mag +6 Wil +4 Con ----- def ----- Armour +5 Fatigue +5% ---------- misc Light +3 Skullcr.mult +2 A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +8 Wil dps ---------- Mind.crit +6% Dmg.mod +14% darkness Apr +2 ----- def ----- Armour +6 Defense +3 (+1 eff.) Resists +21% darkness Phys.save +6 (+2 eff.) Mind.save +25 (+6 eff.) Die.at -20.00 life Heal.mod +15% Confus- -20% Fear- -20% ---------- misc Max.stam +10.00 Infravis +8 See.Stealth +16 See.Invis +20 Circle of Warding: (Instant) Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 62%, and attempts to push all creatures other than yourself out of its radius, inflicting 13.96 light damage and 15.85 darkness damage per turn as it does so. The circle lasts 7 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +6 Con dps ---------- Dmg.mod +5% temporal +3% light +5% physical +9% arcane +7% darkness ----- def ----- Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 5 cooldown Level 7.5 Pwr.cost 5 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 32 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 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... |
![]() 14.0 T5 heavy armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% darkness Res.pen +26% darkness Melee Ret 21 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +9% darkness HP.reg +6.70 ---------- misc Stam/turn +2.20 A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+3 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+5 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 39, based on Cunning and Magic) for 10 turns. Uses 25 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Level 7.5 Pwr.cost 6 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 349.94 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 17.0 T5 massive armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +8 Wil dps ---------- Melee+ 13 acid 23 fire Res.pen +15% lightning Melee Ret 11 acid 15 fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +23 Defense +9 (+2 eff.) Fatigue +19% Resists +29% acid +17% fire +3% lightning Phys.save +12 (+3 eff.) Mind.save +23 (+6 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+4 eff.) HP.reg +0.00 Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 658.61 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 13 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 17.0 T4 massive armor [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+5 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+9 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
![]() 17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+2 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+4 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 3.0 Pwr.cost 8 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 13 Armour, 20 Defense and your attacks will gain 44% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
![]() 17.0 T5 massive armor [Unique] Nature While equipped: dps ---------- Dmg.mod +25% nature +25% physical ----- def ----- Armour +20 Hardiness +10% Defense +15 (+4 eff.) Fatigue +10% Resists +25% fire +25% physical Blind- +50% ---------- misc Masteries +0.20 Wild-gift/Sand drake aspect +0.20 Wild-gift/Harmony Burrow: Level 7.5 Pwr.cost 10 out of 20/20. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 8 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 44 of target armor and 22% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Tough but flexible scales of a huge sandwurm have been rivetted together to make this massive armour. |
![]() 17.0 T4 massive armor [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+10 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 13 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() 17.0 T5 massive armor [Random Unique] Master/Psionic While equipped: Stats +2 Str +8 Wil +17 Cun dps ---------- Dmg.mod +3% light Melee Ret 8 light ----- def ----- Armour +22 Defense +22 (+6 eff.) Fatigue +26% Resists +6% light +30% fire Mind.save +46 (+11 eff.) ---------- misc Telepathy Demon/Minor Demon/Major A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
![]() 7.0 T4 shield armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+2 eff.) Rng.Def +12 (+3 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +5 Block This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 T5 shield armor [Unique] Nature/Disrupt While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+5 eff.) Rng.Def +12 (+3 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+6 eff.) Disease- +60% ---------- misc Talents +5 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 12 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() 7.0 T5 shield armor [Random Unique] Nature/Master While equipped: Stats +7 Con dps ---------- Crit.mult +6.00% Melee+ 10 acid Dmg.mod +12% mind Acc +6 (+1 eff.) Melee Ret 35 acid 8 arcane ----- def ----- Armour +14 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +30% lightning Phys.save +13 (+3 eff.) ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% darkness ----- def ----- Armour +7 Defense +12 (+3 eff.) Rng.Def +5 (+1 eff.) Fatigue +2% Resists +25% darkness ---------- misc Light +1 Talents +5 Block Masteries +0.20 Celestial/Star fury +0.10 Celestial/Twilight On Spell Hit: 10% Moonlight Ray 2 A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
![]() 7.0 T4 shield armor [Unique] Psionic While equipped: Stats +4 Wil ----- def ----- Armour +8 Defense +15 (+4 eff.) Rng.Def +15 (+4 eff.) Fatigue +10% Resists +25% mind +25% physical Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) ---------- misc Talents +4 Block This shield is little more than a handle and a shimmer in the air, but your hand flatly refuses to pass through it. |
![]() 7.0 T4 shield armor [Unique] Arcane While equipped: ----- def ----- Armour +25 Defense +5 (+1 eff.) Rng.Def +10 (+3 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +4 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() 7.0 T5 shield armor [Unique] Arcane While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+3 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 T5 shield armor [Unique] Arcane While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+3 eff.) Rng.Def +15 (+4 eff.) Fatigue +28% Resists +2% all ---------- misc Talents +5 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 7.0 T3 shield armor [Unique] Master While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+5 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 50 power out of 100/100 The very essence of bearness! |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 40% Wil, 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. This item has been sent to the Item's Vault. |
![]() 3.0 T4 arrow ammo [Unique] Psionic Power 127% Range: 1.4x Uses 60% Wil, 60% Dex, 50% Str Dmg Mind Mastery Master Marksman Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 3.0 T4 arrow ammo [Unique] Arcane Power 142% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Str Dmg Bright light Mastery Master Marksman Acc+ +0.2% crit / acc Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 174% Range: 1.4x Uses 40% Wil, 50% Dex, 70% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 156% Range: 1.4x Uses 40% Wil, 70% Dex, 10% Mag 50% Str Dmg Void Mastery Master Marksman Acc+ +0.2% crit / acc Apr +30 Crit +6.0% Capacity 0 On Hit: 10% Spatial Tether 1 On Hit: 5% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T4 arrow ammo [Random Unique] Master/Psionic Power 151% Range: 1.4x Uses 40% Wil, 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Acc +8 Apr +14 Crit +14.5% Capacity 23 Ranged+ +8 arcane On Hit.r1 +12 arcane On Hit: * 25% chance to put talents on cooldown On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Random Unique] Disrupt/Master/Psionic Power 164% Range: 1.4x Uses 40% Wil, 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +26.0% Capacity 23 Proj.spd +200% Ranged+ +8 darkness On Hit.r1 +12 physical On Hit: * 20 arcane resource burn * Slows global speed by 60% * 25% chance to put talents on cooldown * leeches stamina from the target On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-5 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 6.0 Pwr.cost 15 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 5. The beam also affect any creatures in its path, dealing 515.11 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 40 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Arcane Consume the heart. The heart of Rantha the Abomination. It shines with temporal energies. |
![]() 0.0 T3 lite [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Phys.crit +3.0% Spell.pwr +11 (+3 eff.) Dmg.mod +9% physical Res.pen +15% fire +11% all Apr +10 Melee Ret 20 fire ----- def ----- Armour +4 Resists +8% fire Max.HP +20.00 HP.reg +0.60 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Master While equipped: Stats +3 Dex +5 Con dps ---------- Dmg.mod +6% fire ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Heal.mod +10% ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Mag dps ---------- Crit.mult +10.00% Spell.pwr +8 (+2 eff.) ----- def ----- Phys.save +8 (+2 eff.) Mind.save +10 (+2 eff.) Heal.mod +17% ---------- misc Equi/ret +0.12 Light +5 See.Stealth +7 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Ego++] Disrupt/Master While equipped: Stats +10 Cun ----- def ----- Resists +3% all Spell.save +11 (+3 eff.) ---------- misc Light -6 Infravis +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +4% Spell.pwr +11 (+3 eff.) ----- def ----- Resists +11% blight +6% darkness ---------- misc Light +5 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 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 9 turns, and deals 41 blight damage or heals 48 life. Creatures standing in the retch also have 10% 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. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Ego+] Nature/Psionic While equipped: Stats +4 Con ----- def ----- Resists +13% blight Mind.save +10 (+2 eff.) HP.reg +3.10 ---------- misc Light +4 See.Stealth +17 See.Invis +19 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +15% temporal ----- def ----- Resists +12% all +15% temporal Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 10 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 22 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 50% 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. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 3.0 Pwr.cost 9 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 39 for 6 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." |
![]() 2.0 T1 misc tool [Unique] Arcane 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 5 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 101 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 634.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 13 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 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. |
![]() 3.0 T5 shot ammo [Random Unique] Master Power 171% Range: 1.2x Uses 40% Wil, 50% Cun, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.1% dam / acc Apr +7 Crit +19.0% Capacity 51 Proj.spd +200% Ranged+ +19 temporal +14 physical On Hit.r1 +4 temporal +8 physical On Crit.r2 +8 physical On Hit: * 10% chance to stun, blind, pin, or confuse the target On Crit: * cripple the target While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Psionic Power 147% Range: 1.2x Uses 50% Wil, 70% Dex, 50% Cun Dmg Physical Mastery Master Marksman Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
![]() 3.0 T5 shot ammo [Random Unique] Nature/Master/Psionic Power 166% Range: 1.2x Uses 40% Wil, 50% Cun, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 23 Ranged+ +8 acid +17 darkness +16 gravity +20 bleed +15 mind +8 light On Crit.r2 +4 acid +12 light On Hit: * 20% chance to corrode armour by 30% * 20% chance to torment the target * 10% chance to crush the target On Crit: * wounds the target for 7 turns: 28 bleeding, 80% reduced healing Shots are used with slings to pummel your foes to death. |
![]() 2.0 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. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 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 5 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 252.83 temporal and 243.18 darkness damage (based on Magic). Uses 10 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Arai the Thalore Adventurer level 28
71st Regrowth 123rd year of Ascendancy at 02:18 see stats
By Arai the Thalore Adventurer level 40
29th Dusk 123rd year of Ascendancy at 17:34 see stats
By Arai the Thalore Adventurer level 28
68th Regrowth 123rd year of Ascendancy at 12:38 see stats
By Arai the Thalore Adventurer level 34
1st Dusk 123rd year of Ascendancy at 15:50 see stats
By Arai the Thalore Adventurer level 35
22nd Dusk 123rd year of Ascendancy at 09:38 see stats
By Arai the Thalore Adventurer level 33
7th Flare 123rd year of Ascendancy at 23:18 see stats
By Arai the Thalore Adventurer level 46
61st Dusk 123rd year of Ascendancy at 00:07 see stats
By Arai the Thalore Adventurer level 30
13rd Pyre 123rd year of Ascendancy at 02:08 see stats
By Arai the Thalore Adventurer level 50
70th Haze 123rd year of Ascendancy at 23:21 see stats
By Arai the Thalore Adventurer level 17
51st Dusk 122nd year of Ascendancy at 06:40 see stats
By Arai the Thalore Adventurer level 35
11st Dusk 123rd year of Ascendancy at 21:53 see stats
By Arai the Thalore Adventurer level 32
4th Flare 123rd year of Ascendancy at 10:03 see stats
By Arai the Thalore Adventurer level 40
29th Dusk 123rd year of Ascendancy at 13:51 see stats
By Arai the Thalore Adventurer level 50
38th Regrowth 124th year of Ascendancy at 11:35 see stats
By Arai the Thalore Adventurer level 15
31st Dusk 122nd year of Ascendancy at 07:43 see stats
By Arai the Thalore Adventurer level 20
21st Regrowth 123rd year of Ascendancy at 12:50 see stats
By Arai the Thalore Adventurer level 50
19th Regrowth 124th year of Ascendancy at 17:55 see stats
By Arai the Thalore Adventurer level 34
11st Dusk 123rd year of Ascendancy at 11:43 see stats
By Arai the Thalore Adventurer level 16
34th Dusk 122nd year of Ascendancy at 09:26 see stats
By Arai the Thalore Adventurer level 37
22nd Dusk 123rd year of Ascendancy at 09:54 see stats
By Arai the Thalore Adventurer level 10
10th Flare 122nd year of Ascendancy at 18:13 see stats
By Arai the Thalore Adventurer level 20
14th Regrowth 123rd year of Ascendancy at 04:40 see stats
By Arai the Thalore Adventurer level 30
11st Pyre 123rd year of Ascendancy at 01:24 see stats
By Arai the Thalore Adventurer level 40
29th Dusk 123rd year of Ascendancy at 01:58 see stats
By Arai the Thalore Adventurer level 50
67th Dusk 123rd year of Ascendancy at 06:25 see stats
By Arai the Thalore Adventurer level 30
26th Pyre 123rd year of Ascendancy at 06:43 see stats
By Arai the Thalore Adventurer level 50
8th Haze 123rd year of Ascendancy at 11:05 see stats
By Arai the Thalore Adventurer level 37
22nd Dusk 123rd year of Ascendancy at 09:54 see stats
By Arai the Thalore Adventurer level 50
15th Haze 123rd year of Ascendancy at 11:39 see stats
By Arai the Thalore Adventurer level 13
17th Dusk 122nd year of Ascendancy at 22:37 see stats
By Arai the Thalore Adventurer level 21
41st Regrowth 123rd year of Ascendancy at 22:43 see stats
By Arai the Thalore Adventurer level 19
2nd Regrowth 123rd year of Ascendancy at 21:19 see stats
By Arai the Thalore Adventurer level 33
4th Flare 123rd year of Ascendancy at 16:15 see stats
By Arai the Thalore Adventurer level 31
27th Pyre 123rd year of Ascendancy at 11:53 see stats
By Arai the Thalore Adventurer level 50
67th Dusk 123rd year of Ascendancy at 06:29 see stats
By Arai the Thalore Adventurer level 50
67th Dusk 123rd year of Ascendancy at 06:29 see stats
By Arai the Thalore Adventurer level 42
53rd Dusk 123rd year of Ascendancy at 07:03 see stats
By Arai the Thalore Adventurer level 26
63rd Regrowth 123rd year of Ascendancy at 09:59 see stats
By Arai the Thalore Adventurer level 8
9th Mirth 122nd year of Ascendancy at 03:32 see stats
By Arai the Thalore Adventurer level 19
4th Regrowth 123rd year of Ascendancy at 08:17 see stats
By Arai the Thalore Adventurer level 30
11st Pyre 123rd year of Ascendancy at 10:11 see stats
By Arai the Thalore Adventurer level 21
36th Regrowth 123rd year of Ascendancy at 14:40 see stats
By Arai the Thalore Adventurer level 27
68th Regrowth 123rd year of Ascendancy at 07:14 see stats
Log
Arai activates Trained Reactions.
Arai deactivates Wild Growth.
Arai activates Wild Growth.
Arai deactivates Inner Power.
Arai activates Inner Power.
Arai deactivates Crystalline Focus.
Arai activates Crystalline Focus.
Arai deactivates Arcane Feed.
Arai activates Arcane Feed.
Arai deactivates Shock Hands.
Arai activates Shock Hands.
Arai deactivates Essence of Speed.
Arai activates Essence of Speed.
Arai deactivates Elemental Harmony.
Arai activates Elemental Harmony.
Arai deactivates Arcane Combat.
Arai activates Arcane Combat.
Arai uses Arcane Combat Control Panel.
Arai deactivates Wild Growth.
Arai deactivates Aim.
Arai deactivates Crystalline Focus.
Arai deactivates Shock Hands.
Arai deactivates Trained Reactions.
Arai deactivates Inner Power.
Arai deactivates Elemental Harmony.
Arai deactivates Arcane Combat.
Arai deactivates Intuitive Shots.
Arai deactivates Essence of Speed.
Arai stops regenerating health quickly.
Arai deactivates Arcane Feed.