










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Weekly Adventurer 1.5.5Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay == Harbinger == ( https://te4.org/games/addons/tome/harbinger )
Wild Gift / Blaze
Wild Gift / Blizzard
Wild Gift / Cyclone
Wild Gift / Endurance
Wild Gift / Rain
Wild Gift / Supercell
Wild Gift / Thunder
== Zephyr == ( https://te4.org/games/addons/tome/zephyr-class )
Spell / Air Archery
Spell / Storm Archery
Spell / Swiftness
Spell / Wild Magic
nsrr == White Monk == ( https://te4.org/games/addons/tome/whitemonk )
Technique / Agile Combatant
Technique / Black Belt
Technique / Fending
Technique / Martial Arts
Technique / Mending
Technique / Transcending
Changelog1.0.2: 1.0.0: 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:
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 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 50 / 1492% |
| Size | huge |
| Lifes / Deaths | Killed by Argoniel at level 50 on the 73rd Dusk 125th year of Ascendancy at 11:34 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 142 (base 63) |
| Dexterity | 74 (base 62) |
| Constitution | 72 (base 60) |
| Magic | 21 (base 15) |
| Willpower | 46 (base 27) |
| Cunning | 48 (base 25) |
Resources
| Life | -89/1826 |
| Stamina | 211/297 |
| Equilibrium | 15 |
| Healing Factor | 2.1742975206611 |
| Regeneration | 333.434512453 |
Speed
| Mental | +20.425897518879% |
| Attack | 0% |
| Movement | -45.555555555555% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 11 |
| Infravision | 9 |
| See Stealth | 36.990623353761 |
| See Invisible | 47.990623353761 |
Offense: Mainhand
| Damage | 224 |
| Accuracy | 60 |
| Crit Chance | 86% |
| APR | 47 |
| Speed | 0.83 |
Offense: Offhand
| Damage | 178 |
| Accuracy | 60 |
| Crit Chance | 89% |
| APR | 53 |
| Speed | 0.83 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Blight | +10% |
| Physical | +38% |
| Cold | +20% |
| All | +2% |
| Darkness | +17% |
| Light | +26% |
| Mind | +29% |
| Fire | +31% |
| Nature | +5% |
Offense: Damage Penetration
| Light | +26% |
| Physical | +104% |
| Fire | +26% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 26.266385355423 (86.818181818182%) |
| Defense | 32 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 31 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 53%( 70%) |
| Arcane | -17%( 70%) |
| Cold | + 70%( 70%) |
| All | -30%( 70%) |
| Mind | + 5%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 31%( 70%) |
| Temporal | -10%( 70%) |
| Physical | + 19%( 70%) |
| Darkness | + 36%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 5%( 70%) |
Defense: Immunities
| Pinning Resistance | 15% |
| Disarm Resistance | 25% |
| Confusion Resistance | 100% |
| Knockback Resistance | 15% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 73% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 21% for 5 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 686 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 604% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 8 turns. While Heroism is active, you will only die when reaching -1269 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 Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Bloodthirst | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Duelist | 1.20 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Antimagic | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Wild Growth |
| talent | Total Thuggery |
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 25% feedback damage from all damage done. Empathic Hex |
| beneficial effect | The thrill of combat improves the target's maximum life by 11%, life regeneration by 10.58, and stamina regeneration by 2.12. Bloodbath |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target's combat attack is improved by 85. Attack |
| beneficial effect | A flow of life spins around the target, regenerating 137.12 life per turn. Regeneration |
| detrimental effect | The target has been splashed with acid, taking 66.99 acid damage per turn, reducing armour by 62 and attack by 54. Acid Splash |
| beneficial effect | You gain 48% resistance against blight. Resolve |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is cursed, reducing all resistances by 61%. Curse of Vulnerability |
| beneficial effect | The target is recovering 38 life each turn. Recovery |
| detrimental effect | The target is disabled, reducing movement speed by 46% and accuracy by 46. Disable |
| beneficial effect | The target ignores pain, reducing all damage taken by 21%. Pain Suppression |
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 |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Conversion (+1 level(s)). | done |
You failed to protect the lost warrior from death by FeelsGoodMan. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the repented thief from death by Isiyata the cold drake hatchling. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by temporal hound. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Gumira the brown bear. Escort: repented thief (level 3 of Old Forest) | failed |
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. | active |
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 Shardskin. * 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2140. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Polildarewen the Flashstreak (0 def, 10 armour)3.0 T3 feet armor Reqs Heavy Armour Training [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +6% acid Res.pen +15% light Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% * 30% chance to blind ----- def ----- Armour +10 Fatigue +3% Resists +19% acid +10% fire +11% cold +11% lightning ---------- misc Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Eden's Guile. |
| Light source | dwarven lantern 'Radiancesage'1.0 T5 lite [Rare] Master While equipped: Stats +9 Str dps ---------- Res.pen +11% all +25% physical Apr +15 On Hit (Melee): * 38% chance to blind ----- def ----- Resists +18% darkness +12% cold Phys.save +38 (+10 eff.) Pinning- +15% ---------- misc Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Blazebright the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light +9% fire ----- def ----- Armour +5 Fatigue +5% Resists +12% nature +6% light Spell.save +5 (+3 eff.) Die.at -80.00 life Max.HP +102.00 Heal.mod +29% Disarm- +25% Confus- +35% Stun/Frz- +15% Knockbk- +15% A cap made of leather. This object's appearance was changed to ???. |
| On hands | voratun gauntlets 'Galythad' (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy Armour Training [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Phys.crit +16.0% Spell.crit +18% Mind.crit +18% Crit.mult +11.00% Mind.pwr +6 (+3 eff.) Melee+ 15 physical 28 mind 33 darkness Dmg.mod +3% mind +9% physical On Hit (Melee): * 17% chance to cause random gloom ----- def ----- Armour +12 Mind.save -9 (-5 eff.) Heal/summ +40 Ruined Earth: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Sludgegrip. |
| Tool | Dagitohek the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Mag dps ---------- Crit.mult +12.00% Phys.pwr +6 (+1 eff.) Res.pen +25% physical Apr +5 ----- def ----- Armour +4 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Phys.save +3 (+1 eff.) Heal.mod +10% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Glintsin0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +10 Cun dps ---------- Mind.crit +3% Melee+ 10 bleed Ranged+ 20 bleed Dmg.mod +20% fire +24% mind +18% cold Melee Ret 12 light On Hit (Melee): * 19% chance to cause random gloom On Hit (Ranged): * 19% chance to cause random gloom ----- def ----- Resists +36% cold +40% fire ---------- misc Hate/m.crit +2.00 Max.hate +16.00 Light +3 Bleeding Edge: Puts all charms on 18 cooldown Level 4.8 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 73%. Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | voratun amulet 'Squalorraze'0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% nature Apr +1 Melee Ret 12 nature On Melee Ret: * 39% chance to disease * 50% chance to inflict 15% damage reduction ----- def ----- Armour +6 Resists +26% light +18% darkness +27% mind HP.reg +0.60 Blind- +73% Confus- +50% ---------- misc Infravis +8 Sight +2 See.Invis +11 Amulets can have magical properties. |
| In main hand | Singerain (53-74.2 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Disrupt/Master Power 53.0 - 74.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Hit: * Slows global speed by 40% * 23 arcane resource burn On Crit: * wounds the target for 7 turns: 23 bleeding, 73% reduced healing * burns latent spell energy While equipped: Stats +2 Con dps ---------- Phys.crit +14.0% Phys.pwr +9 (+2 eff.) Res.pen +15% fire ----- def ----- Resists +3% acid Heal.mod +10% One-handed war axes. This object's appearance was changed to Blighted Maul. |
| Around waist | Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Wil +5 Con ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+8 eff.) Mind.save +15 (+5 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | Butcher (48-67.2 power, 12 apr)3.0 T5 longsword 1H weapon Reqs Str 40 [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery 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." This object's appearance was changed to Blighted Maul. |
| Cloak | elven-silk cloak 'Demonmonster' (12 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Dex +3 Con dps ---------- Crit.mult +30.00% Dmg.mod +15% darkness +27% physical Acc +9 (+2 eff.) Apr +14 Melee Ret 16 darkness ----- def ----- Defense +12 (+6 eff.) Rng.Def +9 (+3 eff.) Phys.save +9 (+3 eff.) Stealth +15 ---------- misc Hate/m.crit +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bethura the Shadowsnake (5 def, 38 armour)14.0 T5 heavy armor Reqs Str 48 Heavy Armour Training [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Melee Ret 16 darkness ----- def ----- Armour +38 Defense +5 (+3 eff.) Fatigue +16% Resists +13% acid +13% physical +12% fire +13% cold +13% lightning Mind.save +10 (+4 eff.) Max.HP +83.00 HP.reg +1.80 Heal.mod +30% ---------- misc Equi/ret +0.08 Max.hate +2.00 A suit of armour made of mail. This object's appearance was changed to Rags of the Sanctuary. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 378)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 instantly heal yourself for 378 and cleanse 1 wound and 1 poison 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. |
healing infusion of the warrior (heal 361)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 361 and cleanse 1 wound and 1 poison 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. |
healing infusion of the warrior (heal 393)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 393 and cleanse 1 wound and 1 poison 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. |
heroism infusion (+6 for 9 turns, die at -424)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 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 6 for 9 turns. While Heroism is active, you will only die when reaching -424 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+16 for 11 turns, die at -679)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 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 -679 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+12 for 10 turns, die at -458)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 10 turns. While Heroism is active, you will only die when reaching -458 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. |
heroism infusion of the warrior (+27 for 9 turns, die at -1129)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 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 27 for 9 turns. While Heroism is active, you will only die when reaching -1129 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+27 for 12 turns, die at -949)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 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 27 for 12 turns. While Heroism is active, you will only die when reaching -949 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+9 for 11 turns, die at -680)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 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 9 for 11 turns. While Heroism is active, you will only die when reaching -680 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (683% speed; 6 turns)0.1 T2 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 683% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the sneak (628% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 628% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (559% speed; 4 turns)0.1 T2 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 559% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (502% speed; 5 turns)0.1 T2 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 502% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (786% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 786% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the wizard (770% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 770% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 710 over 5 turns)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 710 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. |
regeneration infusion of the duelist (heal 766 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 766 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. |
regeneration infusion of the warrior (heal 724 over 5 turns)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 724 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. |
regeneration infusion of the warrior (heal 628 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 628 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. |
sun infusion of the psychic (rad 10; power 46; turns 5; dispels darkness)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 brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 23). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 46) for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 30%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% 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. |
wild infusion of the duelist (resist 22%; cure magical, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 22% for 4 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. |
wild infusion of the psychic (resist 25%; cure magical, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 magical or physical effect and reduce all damage taken by 25% for 7 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the psychic (resist 26%; cure magical, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the psychic (resist 24%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (resist 21%; cure magical, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 magical or physical effect and reduce all damage taken by 21% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 23%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 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 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 40%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 40% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 32%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 16%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 19%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 mental effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 12%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 21%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 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 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
biting gale rune (115 cold damage; freeze 3 turns with power 21)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 115.26 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (1296% regen over 10 turns; 65 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 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 1296% for 10 turns and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 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. |
Tome of Uttercold0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
Tome of Wildfire0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Arcwar the steel amulet =Cun +14=0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Mag +3 Wil +14 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +9% lightning ----- def ----- Fatigue -6% HP.reg +0.60 ---------- misc Stam/turn +0.70 Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
Cloudpierce the copper amulet0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +5% physical +5% light +6% fire +5% darkness +5% temporal Res.pen +20% lightning +20% fire Melee Ret 8 fire ----- def ----- Resists +18% lightning Amulets can have magical properties. |
Daneth's Neckguard =Con +6=2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 27 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Dralen the Singesteel0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +10 Str +10 Dex +10 Wil dps ---------- Dmg.mod +30% fire Res.pen +15% blight On Hit (Melee): * 20% chance to disease ----- def ----- Resists +18% fire Amulets can have magical properties. |
Gletta the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +6 Con dps ---------- Crit.mult +20.00% Dmg.mod +9% mind ----- def ----- Phys.save +15 (+4 eff.) Max.HP +70.00 HP.reg +2.10 Heal/summ +20 ---------- misc Max.hate +6.00 Max.psi +20.00 Telepathy Humanoid/Orc Amulets can have magical properties. |
Malesagrim the stralite amulet0.1 T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Mag +2 Wil dps ---------- Spell.crit +4% Spell.pwr +3 (+0 eff.) Dmg.mod +8% acid +12% temporal +4% fire +5% cold +5% lightning Res.pen +10% temporal ----- def ----- Resists +14% mind Confus- +28% ---------- misc Masteries +0.27 Technique/Combat training +0.27 Technique/Thuggery Amulets can have magical properties. |
Mayavea0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Mag +4 Wil dps ---------- Spell.pwr +10 (+2 eff.) S.pwr/crit +4 ----- def ----- Spell.save +26 (+12 eff.) ---------- misc Vim/s.crit +4.00 Max.mana +60.00 Masteries +0.22 Cunning/Tactical Amulets can have magical properties. |
Murkbolt =Con +7=0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +8 Dex +8 Cun +7 Con dps ---------- Mov.spd +10% Dmg.mod +6% darkness +15% fire Res.pen +25% darkness ----- def ----- Fatigue -6% Resists +15% darkness +9% fire HP.reg +1.00 ---------- misc Stam/turn +1.10 Amulets can have magical properties. |
Nerilralrakira =STATS=0.1 T5 amulet jewelry [Random Unique] Master While equipped: Stats +10 Str +17 Dex +10 Wil +10 Cun +12 Con dps ---------- Phys.crit +1.0% Mov.spd +10% ----- def ----- Fatigue -10% Resists +2% physical Phys.save +6 (+2 eff.) HP.reg +1.50 ---------- misc Stam/turn +1.90 See.Invis +15 Telepathy Dragon Masteries +0.29 Technique/Bloodthirst +0.29 Cunning/Poisons Amulets can have magical properties. |
Neruth =Con +7=0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +7 Cun +7 Con +9 Lck dps ---------- Mov.spd +10% Acc +12 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Unseen.red 12% HP.reg +1.00 Blind- +27% ---------- misc Stam/turn +0.80 Light +1 Infravis +6 Sight +2 See.Invis +24 Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Heal.mod +10% Cut- +40% Confus- +23% Heal: Puts all charms on 31 cooldown Level 2.0 Pwr.cost 31 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 226 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
copper amulet of mastery (0.11 Technique / Dual techniques)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Technique/Dual techniques Amulets can have magical properties. |
gold amulet 'Dawnblack'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +20% darkness +5% arcane +37% light Blind- +38% ---------- misc Light +3 Amulets can have magical properties. |
gold amulet 'Lustrejeer'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +21% light Res.pen +25% light ----- def ----- Resists +6% light Heal.mod +10% Cut- +50% ---------- misc Light +1 Heal: Puts all charms on 31 cooldown Level 1.0 Pwr.cost 31 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 178 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets can have magical properties. |
restful copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% HP.reg +1.00 Amulets can have magical properties. |
restful stralite amulet of constitution (+6)0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: Stats +6 Con ----- def ----- Fatigue -8% HP.reg +3.30 Amulets can have magical properties. |
steel amulet 'Stormzeal'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +24% darkness +24% lightning Res.pen +25% darkness Melee Ret 12 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +17% light +16% darkness Blind- +26% Amulets can have magical properties. |
stralite amulet0.1 T4 amulet jewelry [Normal] Amulets can have magical properties. |
stralite amulet0.1 T4 amulet jewelry [Normal] Amulets can have magical properties. |
stralite amulet 'Ebonydash' =Blind 44=0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness +15% temporal Res.pen +25% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +9% temporal +26% light +32% darkness Blind- +44% Amulets can have magical properties. |
voratun amulet0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
voratun amulet0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
voratun amulet0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
wanderer's voratun amulet0.1 T5 amulet jewelry [Ego+] Master While equipped: Stats +10 Dex +8 Cun +9 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -10% HP.reg +1.50 ---------- misc Stam/turn +1.50 Amulets can have magical properties. |
warrior's copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
warrior's copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
warrior's gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
Branuromindil0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Mag dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +25% Dmg.mod +20% mind +3% temporal Acc +19 (+5 eff.) ----- def ----- Armour +13 Defense +15 (+8 eff.) Resists +14% blight +15% nature +20% mind Max.HP +40.00 Poison- +30% Disease- +27% Blinding Speed: Puts all charms on 35 cooldown Level 2.6 Pwr.cost 35 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 28% for 5 turns. Rings can have magical properties. |
Breezeschism the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% lightning Res.pen +15% nature Melee Ret 4 lightning ----- def ----- Armour +6 Resists +3% nature +3% lightning Rings can have magical properties. |
Ce'Nebeth the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid +15% blight Res.pen +15% acid On Hit (Melee): * 20% chance to disease * 30% chance to corrode armour by 30% ----- def ----- Phys.save +11 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +9 (+3 eff.) Rings can have magical properties. |
Earegen the Shockvein0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Acc +12 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Resists +3% lightning HP.reg +1.10 Stun/Frz- +21% Rings can have magical properties. |
Galoregostir the stralite ring =Confus 44=0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +13 (+3 eff.) Dmg.mod +17% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +15% blight +17% mind +3% lightning Mind.save +11 (+4 eff.) Confus- +44% Rings can have magical properties. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+3 eff.) Fatigue -15% Phys.save +45 (+12 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Haruchak the copper ring =Con +5=0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +3 Mag +2 Wil +3 Cun +5 Con dps ---------- Mind.crit +2% Spell.pwr +7 (+2 eff.) ----- def ----- Fatigue -4% Crit.dmg- 15.00% ---------- misc Telepathy Dragon Rings can have magical properties. |
Ivyda the gold ring =Dex 16 Cun 11=0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +11 Cun +16 Dex dps ---------- Acc +24 (+6 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% blight +3% cold +3% light Rings can have magical properties. |
Manariyon0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +9 Con dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +15% physical Melee Ret 8 mind ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+3 eff.) Resists +48% acid +3% physical +47% fire +50% lightning +51% cold Phys.save +20 (+5 eff.) Max.HP +10.00 HP.reg +0.20 Rings can have magical properties. |
Medunagar0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Apr +6 ----- def ----- Defense +17 (+8 eff.) Rng.Def +9 (+3 eff.) Phys.save +20 (+5 eff.) Heal.mod +10% ---------- misc Stam/turn +0.60 See.Invis +6 Rings can have magical properties. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+5 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+7 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 35 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 23 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. |
Ring of the Archlich0.1 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 (+4 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. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Rotoath the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun dps ---------- Dmg.mod +9% mind Res.pen +10% nature +5% mind Melee Ret 20 nature ----- def ----- Defense +14 (+7 eff.) Resists +18% nature +15% mind Rings can have magical properties. |
Samiregokhad0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Mag dps ---------- Crit.mult +20.00% Dmg.mod +15% acid +6% arcane +9% blight Melee Ret 12 blight ----- def ----- Resists +30% acid Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +2.00 Rings can have magical properties. |
Umbrarebel0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +6% darkness +6% blight Res.pen +20% darkness +10% blight On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +8 Resists +20% darkness Rings can have magical properties. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (-8 eff.) Spell.save -30 (-18 eff.) Mind.save -30 (-15 eff.) ---------- misc Talents +1 Flexible Combat You have set the ring to grant you LIGHT_GREENLASTLIGHT_GREENWHITEANTIQUE_WHITE |
conjurer's gold ring of blight (+10%) =Wil +5=0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +10% blight ----- def ----- Resists +10% blight Rings can have magical properties. |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.20 Stun/Frz- +20% Rings can have magical properties. |
gold ring 'Mucktooth'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning ----- def ----- Resists +26% lightning +12% darkness +6% nature +9% acid Spell.save +6 (+3 eff.) Mind.save +20 (+7 eff.) Blind- +25% Silence- +15% Rings can have magical properties. |
gold ring 'Runegaran'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Apr +5 ----- def ----- Armour +6 Die.at -60.00 life Max.HP +30.00 Heal.mod +20% Disarm- +38% Pinning- +29% Knockbk- +37% ---------- misc Max.stam +20.00 Rings can have magical properties. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings can have magical properties. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) Rings can have magical properties. |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings can have magical properties. |
rogue's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Defense +4 (+2 eff.) Rings can have magical properties. |
stralite ring0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
stralite ring 'Charpiety'0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +8 Wil dps ---------- Dmg.mod +12% acid Res.pen +10% acid +25% fire On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +6% darkness +12% acid Mind.save +16 (+6 eff.) Rings can have magical properties. |
voratun ring0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
voratun ring0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
warrior's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str ----- def ----- Armour +8 Mind.save +6 (+2 eff.) Confus- +24% Rings can have magical properties. |
warrior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 HP.reg +1.10 Stun/Frz- +22% Rings can have magical properties. |
quick voratun battleaxe (57-85.5 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Master Power 57.0 - 85.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 111% While equipped: Stats +10 Dex dps ---------- Acc +20 (+5 eff.) Massive two-handed battleaxes. |
Mercy (35-45.5 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Psionic Power 35.0 - 45.5 Physical Uses 45% Str, 55% Dex 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. |
Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 25.0 - 32.5 Physical Uses 55% Dex, 35% Str Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Splendourrigor the dwarven-steel dagger (27-35.1 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Power 27.0 - 35.1 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 acid On Crit.r2 +8 acid +8 light On Hit: * 20% chance to blind While equipped: dps ---------- Melee Ret 16 acid Sharp, short and deadly. |
Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 10,Cun 10 [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+8 eff.) Phys.save +15 (+4 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
insidious voratun dagger of erosion (36-46.8 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Nature Power 36.0 - 46.8 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +36 insidious poison +16 temporal +15 nature Sharp, short and deadly. |
stralite dagger 'Bolthunter' (52-67.6 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Master Power 52.0 - 67.6 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 40% chance to daze at end of turn On Crit: * cripple the target While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +3% blight On Hit (Melee): * 30% chance to daze at end of turn * 20% chance to disease ----- def ----- Resists +6% lightning Sharp, short and deadly. |
Dethblyd (70-112 power, 18 apr)3.0 T5 greatsword 2H weapon Reqs Str 35 [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 10% Mag, 130% Str Mastery Weapons Mastery 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. |
Latafayn (68-108.8 power, 5 apr) =FIRE SWORD=3.0 T4 greatsword 2H weapon Reqs Str 40 [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 125% Str Mastery Weapons Mastery 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 9 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. |
Radianceshine the voratun greatsword (60-96 power, 12 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Rare] Master Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Str dps ---------- Dmg.mod +21% physical Res.pen +25% physical Acc +21 (+5 eff.) Melee Ret 20 light ----- def ----- Armour +8 Defense +12 (+6 eff.) Rng.Def +12 (+4 eff.) Phys.save +40 (+10 eff.) Die.at -60.00 life ---------- misc Stam/turn +0.60 Stam/ret +4.00 Massive two-handed swords. |
dwarven-steel greatsword 'Toryromivor' (38.5-61.6 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Master Power 38.5 - 61.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +12.0% ----- def ----- Armour +6 Resists +9% blight +9% temporal Mind.save +9 (+3 eff.) Stun/Frz- +5% Massive two-handed swords. |
voratun greatsword 'Hellviper' (65.5-104.8 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Random Unique] Disrupt/Psionic Power 65.5 - 104.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +12 lightning +12 fire +28 nature On Hit.r1 +4 fire On Hit: * Slows global speed by 28% * leeches stamina from the target * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to remove a magical effect While equipped: Stats +2 Mag +5 Wil dps ---------- Melee Ret 17 nature slow ---------- misc See.Invis +15 Massive two-handed swords. |
Storm Fury =SPELLHUNTS=4.0 T5 longbow 2H weapon Reqs Mag 30,Dex 30 Shoot [Unique] Arcane 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 (+5 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. |
blazebringer's dragonbone longbow4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Nature Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +45 fire While equipped: dps ---------- All.spd +9% Res.pen +23% fire Longbows are used to shoot arrows at your foes. |
penetrating dragonbone longbow4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: dps ---------- Res.pen +38% physical Phasing +81% Longbows are used to shoot arrows at your foes. |
Belatira the Lightningrock (45-63 power, 5 apr) =Gloomy=3.0 T4 longsword 1H weapon Reqs Str 35 [Random Unique] Master/Psionic Power 45.0 - 63.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +15 darkness +11 mind +4 fire Against +14% Living On Hit.r1 +8 lightning On Hit: * 30% chance to cause random gloom While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +12% fire Sharp, long, and deadly. |
Blood-Edge (46-64.4 power, 7 apr) =FOOD=3.0 T5 longsword 1H weapon Reqs Mag 20,Str 32 [Unique] Arcane Power 46.0 - 64.4 Physical Uses 10% Mag, 100% Str Mastery Weapons Mastery 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 (+5 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 4.8 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 73%. 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. |
Camumagorn the Noonwell (43-60.2 power, 6 apr) =Sick=3.0 T5 longsword 1H weapon Reqs Str 48 [Random Unique] Disrupt/Master Power 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Against +13% Unnatural On Hit: * 40% chance to blind * 22 arcane resource burn * disrupts spell-casting On Crit: * burns latent spell energy While equipped: Stats +1 Wil +1 Con dps ---------- Dmg.mod +11% physical Res.pen +11% physical Apr +10 ----- def ----- Resists +9% light ---------- misc Infravis +3 Sharp, long, and deadly. |
Everpyre Blade (38-53.2 power, 10 apr) =FIRE SWORD=3.0 T4 longsword 1H weapon Reqs Str 40 [Unique] Nature/Master Power 38.0 - 53.2 Physical Uses 100% Str Mastery Weapons Mastery 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 2.0 Pwr.cost 22 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 6. Any target caught in the area will take 360.70 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. |
Perseverance (31-43.4 power, 9 apr)3.0 T3 longsword 1H weapon Reqs Wil 24,Str 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+9 eff.) Mind.save +0 (+0 eff.) Confus- +30% Stun/Frz- +10% ---------- misc Masteries +0.00(-) Race/Krog It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Punae's Blade (46-64.4 power, 4 apr)3.0 T4 longsword 1H weapon Reqs Str 30 [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery 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. |
Xaneda (61.5-86.1 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Random Unique] Master/Psionic Power 61.5 - 86.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 111% Melee+ +8 physical +18 mind On Crit.r2 +4 arcane On Hit: * 32% chance to cause random gloom While equipped: Stats +6 Dex +5 Wil +6 Cun +3 Con dps ---------- Phys.crit +1.0% Res.pen +10% mind Acc +12 (+3 eff.) ----- def ----- Resists +1% physical Mind.save +12 (+4 eff.) Sharp, long, and deadly. |
insidious voratun longsword of massacre (52.5-73.5 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego] Nature/Master Power 52.5 - 73.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +37 insidious poison Sharp, long, and deadly. |
stralite longsword of massacre (38.5-53.9 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego] Master Power 38.5 - 53.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Sharp, long, and deadly. |
Baredil the stralite mace (50.5-70.7 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Rare] Master Power 50.5 - 70.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +6 (+1 eff.) Apr +4 ----- def ----- Armour +6 Resists +2% physical Phys.save +12 (+3 eff.) ---------- misc Stam/turn +1.80 Blunt and deadly. |
Islodama the dwarven-steel mace (38.5-53.9 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Random Unique] Nature/Master Power 38.5 - 53.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +14 ice While equipped: dps ---------- Phys.crit +8.0% Crit.mult +17.00% Res.pen +9% cold Apr +10 ----- def ----- Armour +12 Defense +9 (+5 eff.) Rng.Def +9 (+3 eff.) Phys.save +6 (+2 eff.) Die.at -20.00 life Blunt and deadly. |
Samolehell the dwarven-steel mace (33-46.2 power, 4 apr) =HP Mace=3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Crit.mult +9.00% ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+3 eff.) Phys.save +30 (+8 eff.) Max.HP +40.00 ---------- misc Max.stam +20.00 Blunt and deadly. |
Thunderfall (50-70 power, 6 apr) =???=3.0 T5 mace 1H weapon Reqs Wil 30,Str 50 [Unique] Psionic Power 50.0 - 70.0 Physical Uses 100% Str Mastery Weapons Mastery 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 53 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Vorulemina the voratun mace (58-81.2 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Random Unique] Master Power 58.0 - 81.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +11.0% Crit.mult +18.00% Dmg.mod +22% physical Res.pen +15% arcane +12% physical Apr +23 ----- def ----- Armour +4 Resists +5% arcane +3% mind Stun/Frz- +20% Blunt and deadly. |
Yvyra the Ashmoon (36-50.4 power, 4 apr) =Con +5=3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Master Power 36.0 - 50.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +4 Mag +4 Wil +5 Con dps ---------- Res.pen +15% fire On Hit (Melee): * 20 arcane resource burn ---------- misc See.Invis +18 Blunt and deadly. |
balanced voratun mace of massacre (57-79.8 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego] Master Power 57.0 - 79.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +33% Blunt and deadly. |
insidious dwarven-steel mace of massacre (34-47.6 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Nature/Master Power 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +15 insidious poison Blunt and deadly. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)3.0 T5 mindstar 1H weapon Reqs Wil 40 [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 60% Wil, 20% Cun Mastery Psiblades 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 (+6 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 3.0 Pwr.cost 21 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 21.98 mind damage, 22.32 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 1.74 mind and 1.76 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. |
living mindstar of sand (17-18.7 power, 40 apr, nature damage) =Burrow Star LUL=3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature This natural sand should be returned to the wyrm. Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +14% physical Res.pen +12% physical Melee Ret 4 physical ----- def ----- Resists +7% physical Burrow: Puts all charms on 27 cooldown Level 1.0 Pwr.cost 27 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 18 of target armor and 9% 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%. 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. |
ranger's drakeskin leather sling4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +7 Dex Slings are used to hurl stones or metal shots at your foes. |
Aerovea the dragonbone vilestaff (30-36 power, 6 apr, acid element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Phasing +40% On Hit: * 54% chance to disease While equipped: Stats +2 Str dps ---------- Spell.crit +18% Spell.pwr +15 (+4 eff.) Dmg.mod +30% acid Acc +4 (+1 eff.) On Hit (Melee): * 27% chance to disease ----- def ----- Armour +8 Defense +9 (+5 eff.) Rng.Def +9 (+3 eff.) Resists +3% physical Phys.save +20 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (60-72 power, 60 apr, cold element)7.0 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Wil +10 Mag dps ---------- Spell.crit +15% Spell.pwr +48 (+10 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 174 power out of 20/200 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." |
Ce'Nugassra (30-36 power, 6 apr, physical element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) S.pwr/crit +10 Dmg.mod +30% physical ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+3 eff.) Resists +15% mind Spell.save +6 (+3 eff.) Blind- +35% Silence- +10% Confus- +20% Knockbk- +25% Teleport- +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen dragonbone vilestaff (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% darkness ----- def ----- Armour +12 Hardiness +12% Phys.save +11 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone vilestaff of might (42-50.4 power, 6 apr, blight element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 42.0 - 50.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Spell.pwr +20 (+5 eff.) Dmg.mod +42% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Fogwend (48-67.2 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Rare] Master Power 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +40 darkness On Crit.r2 +8 darkness +4 lightning While equipped: dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 30% chance to daze at end of turn One-handed war axes. |
Nimbusraze (39.5-55.3 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Master/Psionic Power 39.5 - 55.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +8.0% Atk.spd 100% Melee+ +8 physical On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +4 Str +6 Con dps ---------- Phys.crit +2.0% Phys.pwr +14 (+3 eff.) Dmg.mod +13% physical Res.pen +13% physical Acc +19 (+5 eff.) Melee Ret 12 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Disarm- +18% ---------- misc Stam/ret +2.30 One-handed war axes. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)3.0 T5 waraxe 1H weapon Reqs Str 42 [Unique] Psionic Power 58.0 - 81.2 Phys.bleed Uses 100% Str Mastery Weapons Mastery 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. |
stralite waraxe 'Glidhetira' (41-57.4 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Phasing +10% Melee+ +9 acid +12 light Against +17% Undead On Crit: * splashes the target with acid While equipped: Stats +4 Wil ----- def ----- Resists +2% physical +3% temporal Crit.dmg- 5.00% One-handed war axes. |
Whip of Urh'Rok (55-60.5 power, 0 apr) =Saved by a degenerate=3.0 T5 whip 1H weapon Reqs Dex 48 [Unique] Arcane Power 55.0 - 60.5 Fire repulsion Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +0 Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Adeyada the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +17% physical Res.pen +13% physical Melee Ret 12 mind ----- def ----- Resists +9% acid +12% fire +24% cold +18% nature +12% lightning A belt that goes around your waist. |
Beloldawen1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Cun +4 Mag dps ---------- Crit.mult +25.00% ----- def ----- Armour +12 Crit.dmg- 10.00% Phys.save +20 (+5 eff.) Cut- +10% ---------- misc Mana/turn +0.40 Max.mana +38.00 Telepathy Demon/Minor Demon/Major A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Liseldamina =Mighty Girdle 2=1.0 T5 belt armor [Rare] Nature While equipped: ----- def ----- Armour +8 Resists +4% physical +6% nature +9% light Spell.save +20 (+10 eff.) Max.HP +62.00 Blind- +20% Confus- +15% A belt that goes around your waist. |
Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Size +0 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the Thaloren =Cun +7=1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+5 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. |
drakeskin leather belt1.0 T5 belt armor [Normal] A belt that goes around your waist. |
hardened leather belt 'Ivebeth'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +16% physical Res.pen +14% physical ----- def ----- Resists +9% light +12% blight +6% fire +5% arcane +9% cold Spell.save +30 (+13 eff.) A belt that goes around your waist. |
Areth the linen cloak (1 def, 6 armour) =Phys Pen=2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil +2 Con dps ---------- Res.pen +15% physical Acc +2 (+0 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% mind Phys.save +3 (+1 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 9 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 41 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. |
Duvorodor the cashmere cloak (8 def, 9 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Acc +23 (+6 eff.) ----- def ----- Armour +9 Defense +8 (+4 eff.) Rng.Def +6 (+2 eff.) Fatigue -7% Resists +12% lightning +3% temporal +3% mind +22% cold Phys.save +18 (+5 eff.) Mind.save +8 (+3 eff.) Die.at -50.00 life Max.HP +72.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.stam +28.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to kruk cloak. |
Plagueoblivion (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +7 Wil +3 Con dps ---------- Res.pen +10% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% nature +20% cold -30% arcane +20% fire Res.Cap +10% lightning +10% darkness +10% nature +10% cold -30% arcane +10% fire Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 44 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. |
cashmere cloak 'Flashzeal' (2 def, 0 armour) =HealMod 40=2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +9% lightning ----- def ----- Defense +2 (+1 eff.) Resists +28% blight +27% nature +5% arcane HP.reg +2.90 Heal.mod +39% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Barogalin (0 def, 0 armour) =Dex 4=2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Str +4 Dex dps ---------- Dmg.mod +10% acid ----- def ----- Resists +15% acid +1% physical Phys.save +3 (+1 eff.) HP.reg +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)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 (+5 eff.) Resists +10% cold +10% fire Spell.save +18 (+9 eff.) Mind.save +15 (+5 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. |
dreamer's elven-silk robe (5 def, 0 armour)2.0 T5 cloth armor [Ego+] Psionic While equipped: ----- def ----- Defense +5 (+3 eff.) Resists +30% mind +30% darkness Phys.save +20 (+5 eff.) Spell.save +20 (+10 eff.) Mind.save +32 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's Rags of the Sanctuary (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) Dmg.mod +8% mind Res.pen +8% mind ---------- misc Psi/turn +0.39 Max.psi +14.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eleta the Thunderbraze (11 def, 21 armour)3.0 T5 feet armor Reqs Heavy Armour Training [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Mag +6 Wil +6 Con dps ---------- Mind.pwr +9 (+4 eff.) Res.pen +5% lightning +18% temporal +19% darkness +10% physical ----- def ----- Armour +21 Defense +11 (+6 eff.) Rng.Def +11 (+3 eff.) Fatigue +4% Resists +30% temporal +30% darkness +2% physical +3% fire +3% nature +3% light Blind- +5% Def/telep +30 Res/telep +19% Dur/telep +30% ---------- misc Infravis +3 Blindside: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 38 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emelosemida the Brightstone (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +4 Str +8 Dex +3 Wil +4 Con +15 Lck dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Armour +5 Fatigue +5% Stealth +11 Die.at -80.00 life HP.reg +5.50 Heal.mod +27% Blind- +10% Poison- +10% ---------- misc Max.vim +10.00 Rush: Puts all charms on 22 cooldown Level 1.3 Pwr.cost 22 out of 25/25. Range 6 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 boots made of leather. |
Emeludherin (0 def, 12 armour) =12 Armor=2.0 T1 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to disease ----- def ----- Armour +12 Fatigue +1% Resists +6% nature Silence- +10% Confus- +20% ---------- misc Infravis +2 A pair of boots made of leather. |
Ivukira the Scabrock (0 def, 8 armour) =Con +7=3.0 T1 feet armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +1 Str +1 Mag +1 Wil +7 Con dps ---------- Dmg.mod +6% nature ----- def ----- Armour +8 Fatigue +2% ---------- misc Infravis +2 Telepathy Demon/Minor Demon/Major Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lightningpiety the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy Armour Training [Random Unique] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Phys.crit +4.0% Phys.pwr +6 (+1 eff.) Res.pen +5% arcane +13% physical Melee Ret 20 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +5 Fatigue -4% Resists +5% arcane Phys.save +12 (+3 eff.) ---------- misc Max.enc +50 Disengage: Puts all charms on 14 cooldown Level 2.6 Pwr.cost 14 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Pitchblur (0 def, 3 armour) =Stun/Confus=2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% darkness Res.pen +15% lightning +25% darkness ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning Silence- +32% Confus- +37% Stun/Frz- +29% A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Wil +8 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
pair of drakeskin leather boots of evasion (21 def, 5 armour)2.0 T5 feet armor [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +21 (+10 eff.) Fatigue +5% Evasion: (Instant) Puts all charms on 27 cooldown Level 2.6 Pwr.cost 27 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 33% chance to evade melee and ranged attacks and 27 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of rough leather boots 'Erorig' (0 def, 1 armour) =Con +4=2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Str +2 Dex +4 Cun +4 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal ---------- misc Light +1 See.Invis +3 A pair of boots made of leather. |
Dakhtun's Gauntlets (0 def, 6 armour) =Sadbois=1.5 T5 hands armor Reqs Heavy Armour Training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 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. |
Islota (0 def, 3 armour)1.0 T5 hands armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +11% S.pwr/crit +8 Melee+ 19 temporal Ranged+ 20 temporal Dmg.mod +11% temporal Res.pen +25% mind ----- def ----- Armour +3 Resists +9% blight +14% temporal +6% acid Spell.save +9 (+5 eff.) ---------- misc Telepathy Dragon Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Poliwe (0 def, 1 armour) =Cun +4=1.5 T1 hands armor Reqs Heavy Armour Training [Rare] Arcane While equipped: Stats +2 Str +4 Mag +2 Wil +4 Cun dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue -4% ---------- misc See.Invis +6 Metal gloves protecting the hands up to the middle of the lower arm. |
Poreriana the Gloomstreak (0 def, 3 armour)1.5 T5 hands armor Reqs Heavy Armour Training [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Melee+ 20 temporal Ranged+ 17 temporal Dmg.mod +15% darkness +11% temporal Res.pen +15% blight Phasing +40% ----- def ----- Armour +3 Resists +26% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy Armour Training [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 Frost Grab: Level 4.0 Pwr.cost 18 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 23.61 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Silisewen the Strikeriver (0 def, 8 armour) =Con +5=1.0 T3 hands armor [Rare] Nature While equipped: Stats +4 Str +5 Con dps ---------- Melee+ 9 nature Dmg.mod +8% nature Apr +6 ----- def ----- Armour +8 Resists +8% nature HP.reg +1.20 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) =Cun +4=1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str dps ---------- Phys.pwr +0 (+0 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +0 (+0 eff.) Max.HP +60.00 Knockbk- +50% Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 235.09 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy Armour Training [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+5 eff.) ----- def ----- Armour +8 Defense +6 (+3 eff.) Spell.save +15 (+8 eff.) ---------- misc Light +1 Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 119.65 arcane damage and stunned). Uses 87 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Unregrim the iron gauntlets (3 def, 7 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Rare] Nature While equipped: dps ---------- Melee+ 5 acid Dmg.mod +4% acid +12% physical Apr +3 ----- def ----- Armour +7 Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Resists +6% acid Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's rough leather gloves (0 def, 1 armour) =Str +2=1.0 T1 hands armor [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Cun ----- def ----- Armour +1 Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Cuthuvon' (0 def, 24 armour) =RIP They are Arcane :(=1.5 T3 hands armor Reqs Heavy Armour Training [Rare] Arcane While equipped: Stats +2 Str +4 Mag +10 Con ----- def ----- Armour +24 Hardiness +10% Resists +7% physical Heal.mod +20% ---------- misc Infravis +3 Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Voidradiance' (0 def, 2 armour) =Dex +8=1.0 T3 hands armor [Rare] Master While equipped: Stats +2 Str +8 Dex +8 Mag dps ---------- Acc +14 (+3 eff.) ----- def ----- Armour +2 ---------- misc See.Invis +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Unrorion' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% blight Acc +6 (+1 eff.) ----- def ----- Armour +1 Resists +3% blight Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blindsnake (0 def, 4 armour) =Wil +6=3.0 T3 head armor Reqs Heavy Armour Training [Random Unique] Arcane/Master While equipped: Stats +6 Str +5 Mag +6 Wil +3 Cun +2 Con dps ---------- Spell.crit +2% Dmg.mod +12% blight +10% arcane ----- def ----- Armour +4 Fatigue +4% Mind.save +8 (+3 eff.) ---------- misc Light +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Borisus the drakeskin leather cap (10 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +15 Lck dps ---------- Phys.crit +6.0% Spell.crit +8% Mind.crit +8% Dmg.mod +3% acid Res.pen +15% arcane Acc +7 (+2 eff.) Melee Ret 20 acid On Hit (Melee): * 30% chance to corrode armour by 30% On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +10 (+5 eff.) Fatigue +5% Phys.save +19 (+5 eff.) A cap made of leather. |
Camaresus (0 def, 3 armour) =Stats=3.0 T1 head armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Wil +2 Cun +1 Con dps ---------- Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +5% ---------- misc See.Invis +12 Skullcr.mult +2 Skullcracker: Puts all charms on 18 cooldown Level 3.9 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 579.4 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Burning Pain (13 def, 0 armour)4.0 T3 head armor Reqs Cun 25 [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Armour +0 Defense +13 (+7 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 22 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 25.34 fire and 26.69 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Crown of Burning Pain (13 def, 0 armour)4.0 T3 head armor Reqs Cun 25 [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Armour +0 Defense +13 (+7 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 22 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 25.34 fire and 26.69 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Crown of Eternal Night (0 def, 3 armour)2.0 T3 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Cyrelema the rough leather cap (0 def, 1 armour) =Cun +8=2.0 T1 head armor [Rare] Psionic While equipped: Stats +8 Cun +3 Wil dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +6% arcane ----- def ----- Armour +1 Fatigue -3% ---------- misc Light +2 See.Invis +6 A cap made of leather. |
Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+5 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 87 power out of 150/150 This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? |
Malslek the Accursed's Hat (2 def, 0 armour)2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+2 eff.) Mind.pwr +15 (+6 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-5 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+7 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+4 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+9 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 27 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." |
Smolderwarden (0 def, 4 armour) =Wil +6=3.0 T3 head armor Reqs Heavy Armour Training [Rare] Psionic While equipped: Stats +4 Cun +6 Wil dps ---------- Crit.mult +20.00% Mind.pwr +5 (+2 eff.) Dmg.mod +12% mind Melee Ret 4 mind 12 fire ----- def ----- Armour +4 Fatigue +4% Resists +12% fire ---------- misc Telepathy Humanoid/Orc A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zubebrenne the dwarven-steel helm (0 def, 13 armour)3.0 T3 head armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +1 Str +3 Dex dps ---------- Crit.mult +12.00% ----- def ----- Armour +13 Fatigue +4% Resists +1% physical ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm of the depths (0 def, 4 armour) =Water Breathe=3.0 T3 head armor Reqs Heavy Armour Training [Ego+] Nature/Master While equipped: Stats +3 Str dps ---------- Melee Ret 6 physical ----- def ----- Armour +4 Fatigue +4% Resists +10% cold ---------- misc Breathe water Skullcr.mult +2 Skullcracker: Puts all charms on 18 cooldown Level 3.9 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 579.4 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Corpsegrind' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +9 Cun +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee Ret 8 nature ----- def ----- Armour +5 Fatigue +5% Resists +9% lightning +13% temporal +15% darkness +15% blight +3% nature Spell.save +14 (+7 eff.) Mind.save +57 (+19 eff.) Circle of Sanctity: (Instant) Puts all charms on 27 cooldown Level 3.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
drakeskin leather cap of knowledge (0 def, 5 armour)2.0 T5 head armor [Ego+] Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
dwarven-steel helm 'Amidig' (0 def, 18 armour)3.0 T3 head armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +18 Fatigue +4% Resists +9% fire Poison- +20% Stun/Frz- +30% ---------- misc Infravis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Pitchhue' (0 def, 3 armour) =Con +4=2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +6% darkness Res.pen +25% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +3% Resists +12% darkness A cap made of leather. |
iron helm 'Lorekan' (0 def, 7 armour) =Dex +7=3.0 T1 head armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +7 Dex +3 Con ----- def ----- Armour +7 Fatigue +5% Resists +3% physical ---------- misc Telepathy Dragon A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
psion's elven-silk wizard hat of time (+20%) (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% mind +20% temporal ----- def ----- Defense +3 (+2 eff.) Resists +20% mind +20% temporal Phys.save +12 (+3 eff.) Mind.save +20 (+7 eff.) ---------- misc Max.psi +40.00 A pointy cloth hat, very wizardly... |
Daysquall the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Str 20 Heavy Armour Training [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +5% light On Hit (Melee): * Slows global speed by 30% * 30% chance to blind ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +33% lightning +3% darkness Max.HP +48.00 HP.reg +1.50 Heal.mod +13% A suit of armour made of mail. |
Fuledradig the Gorepierce (18 def, 33 armour)14.0 T5 heavy armor Reqs Str 48 Heavy Armour Training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +5 Cun +2 Con ----- def ----- Armour +33 Defense +18 (+9 eff.) Fatigue +16% Resists +12% nature Crit.dmg- 10.00% Mind.save +19 (+7 eff.) Max.HP +80.00 HP.reg +3.00 Heal.mod +25% ---------- misc Infravis +1 A suit of armour made of mail. |
Mykor the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Str 28 Heavy Armour Training [Random Unique] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +22% acid +7% physical +3% blight Phys.save +13 (+4 eff.) Spell.save +6 (+3 eff.) Die.at -20.00 life Max.HP +64.00 HP.reg +1.90 Heal.mod +15% Poison- +5% Disease- +10% A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Str 38 Heavy Armour Training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 44 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 27.78 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
spiked voratun mail armour of thunder (5 def, 10 armour)14.0 T5 heavy armor Reqs Str 48 Heavy Armour Training [Ego+] Arcane/Master While equipped: Stats +8 Str +10 Mag +10 Wil dps ---------- Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Phys.pwr +24 (+5 eff.) Spell.pwr +20 (+5 eff.) Mind.pwr +20 (+7 eff.) Melee Ret 20 physical ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +16% Resists +20% lightning A suit of armour made of mail. |
voratun mail armour 'Tarradig' (5 def, 10 armour)14.0 T5 heavy armor Reqs Str 48 Heavy Armour Training [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +3.0% ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +16% Resists +44% lightning Phys.save +3 (+1 eff.) Mind.save +30 (+10 eff.) Max.HP +64.00 HP.reg +2.40 Heal.mod +21% ---------- misc Psi/ret +0.08 Max.stam +5.00 A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Armour +10 Defense +10 (+5 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+10 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +4 Con +3 Wil ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 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. |
spiked drakeskin leather armour of temporal resistance (5 def, 8 armour)9.0 T5 light armor Reqs Str 20 [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 15 physical ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +8% Resists +24% temporal A suit of armour made of leather. |
Aerysablek (14 def, 25 armour)17.0 T3 massive armor Reqs Str 35 Heavy Armour Training 3 [Rare] Psionic While equipped: Stats +2 Dex +6 Wil +6 Cun ----- def ----- Armour +25 Defense +14 (+7 eff.) Rng.Def +9 (+3 eff.) Fatigue +24% Mind.save +12 (+4 eff.) HP.reg +0.60 ---------- misc Max.stam +15.00 A suit of armour made of metal plates. |
Issidodan (9 def, 22 armour)17.0 T5 massive armor Reqs Str 60 Heavy Armour Training 3 [Rare] Master While equipped: Stats +5 Con ----- def ----- Armour +22 Defense +9 (+5 eff.) Fatigue +26% Resists +9% blight +10% physical Phys.save +22 (+6 eff.) Silence- +30% Stun/Frz- +15% ---------- misc Max.stam +30.00 A suit of armour made of metal plates. |
Monolith Armour (40 def, 50 armour)17.0 T5 massive armor Reqs Con 150 Heavy Armour Training 3 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+6 eff.) ----- def ----- Armour +50 Defense +40 (+16 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+9 eff.) Spell.save +35 (+15 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor Reqs Str 48 Heavy Armour Training 3 [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+4 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+8 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+9 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 14 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 4 turns and vulnerable to attacks. They will lose 8 Armour, 12 Defense and your attacks will gain 34% 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. |
Radhathad the Cloudprophet (9 def, 16 armour)17.0 T5 massive armor Reqs Str 60 Heavy Armour Training 3 [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind +15% lightning Res.pen +25% mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +16 Defense +9 (+5 eff.) Fatigue +26% Resists +30% lightning Max.HP +100.00 HP.reg +4.00 Heal.mod +30% A suit of armour made of metal plates. |
Tarrasca (0 def, 50 armour)17.0 T4 massive armor Reqs Str 52 Heavy Armour Training 3 [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+12 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 22 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. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T3 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+6 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Sanguine Shield (14 def, 4 armour, 220 block) =Con +10=7.0 T4 shield armor Reqs Str 39 Heavy Armour Training 2 [Unique] Master While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+7 eff.) Rng.Def +14 (+4 eff.) Fatigue +19% Resists +25% blight HP.reg +5.00 ---------- misc Talents +5 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1702 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Healrace (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% fire On Hit (Melee): * Slows global speed by 15% ----- def ----- Fatigue -4% Resists +15% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)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. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 70 power out of 70/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle"2.0 T3 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 turquoise0.0 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. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 87 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Adevea1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +12% blight +6% acid Max.HP +51.00 Confus- +20% Pinning- +15% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Aerumina the Dourreeve2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Crit.mult +6.00% Res.pen +25% physical Melee Ret 8 physical ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Resists +6% darkness Max.HP +48.00 ---------- misc Max.stam +20.00 Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Balugablek =Stats=2.0 T1 lite [Rare] Master While equipped: Stats +3 Str +3 Dex +5 Mag ----- def ----- Resists +6% acid ---------- misc Light +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Blackquick1.0 T3 lite [Rare] Master While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +12% darkness +18% mind Res.pen +25% mind +10% all Apr +11 ----- def ----- Heal/summ +30 ---------- misc Psi/ret +0.20 Max.hate +6.00 Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Layyressra the Pyremistress1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% temporal +12% fire Res.pen +15% temporal Melee Ret 16 temporal ----- def ----- Resists +9% fire Max.HP +59.00 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Runarig =Con +5=2.0 T1 lite [Rare] Nature While equipped: Stats +5 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Max.HP +41.00 Heal.mod +25% ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Samudunahek =Con +2=2.0 T1 lite [Rare] Master While equipped: Stats +5 Mag +4 Wil +2 Con dps ---------- Dmg.mod +15% temporal ----- def ----- Fatigue -8% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 166 cold damage (based on your Magic). Uses 18 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (103 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Betuba'2.0 T1 lite [Rare] Master While equipped: Stats +2 Con dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+3 eff.) Max.HP +40.00 HP.reg +0.40 ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's dwarven lantern of health1.0 T5 lite [Ego] Nature While equipped: ----- def ----- Phys.save +11 (+3 eff.) Max.HP +59.00 Heal.mod +22% ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+6 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.6 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood0.0 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. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
12 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 253.47 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Star Shot (20/20, 32-38.4 power, 15 apr)3.0 T4 shot ammo Reqs Dex 28 [Unique] Arcane Power 32.0 - 38.4 Fire Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Layamida [power 55] (18 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +12% blight +6% lightning Spell.save +3 (+2 eff.) Die.at -60.00 life Blind- +15% Poison- +10% Pinning- +10% Teleport- +5% ---------- misc Wards +2 physical +3 mind +2 darkness Talents +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 55 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield 'Tedunaneg' [power 45] (18 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +3 Mag ----- def ----- Silence- +5% Stun/Frz- +10% ---------- misc Talents +1 Silence Cooldown Silence -1 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 45 for 7 turns Puts all charms on 18 cooldown 100% to regenerate 3 hate. 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
Ce'Nema [power 26] (18 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +5% arcane Phys.save +3 (+1 eff.) Knockbk- +20% Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 18 cooldown 100% to regenerate 4 stamina. 100% to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Malodin the Rotbright [power 1] (9 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +15% mind Melee Ret 8 mind ----- def ----- Resists +9% nature Remove up to 1 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
Tarrildir the yew totem of healing [power 140] (18 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Max.HP +30.00 ---------- misc Max.stam +15.00 Heal a target within range 8 (based on Willpower) for 140 Puts all charms on 18 cooldown 100% to regenerate 7 equilibrium. 100% to regenerate 7 equilibrium. 100% to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+3 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+10 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 31 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
13 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Glowing Core1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
14 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 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. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By FeelsGoodMan the Krog Marauder level 33
76th Haze 123rd year of Ascendancy at 03:47 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By FeelsGoodMan the Krog Marauder level 50
45th Pyre 125th year of Ascendancy at 16:41 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By FeelsGoodMan the Krog Marauder level 33
74th Haze 123rd year of Ascendancy at 11:20 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By FeelsGoodMan the Krog Marauder level 20
57th Haze 122nd year of Ascendancy at 03:22 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By FeelsGoodMan the Krog Marauder level 50
44th Dusk 125th year of Ascendancy at 02:35 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By FeelsGoodMan the Krog Marauder level 36
63rd Regrowth 124th year of Ascendancy at 14:44 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By FeelsGoodMan the Krog Marauder level 25
48th Regrowth 123rd year of Ascendancy at 08:42 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By FeelsGoodMan the Krog Marauder level 14
32nd Dusk 122nd year of Ascendancy at 21:51 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By FeelsGoodMan the Krog Marauder level 35
57th Regrowth 124th year of Ascendancy at 05:39 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By FeelsGoodMan the Krog Marauder level 48
54th Regrowth 125th year of Ascendancy at 08:40 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By FeelsGoodMan the Krog Marauder level 31
66th Haze 123rd year of Ascendancy at 13:27 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By FeelsGoodMan the Krog Marauder level 21
65th Haze 122nd year of Ascendancy at 17:41 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By FeelsGoodMan the Krog Marauder level 27
1st Time of Balance 123rd year of Ascendancy at 10:52 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By FeelsGoodMan the Krog Marauder level 44
21st Haze 124th year of Ascendancy at 13:39 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By FeelsGoodMan the Krog Marauder level 50
70th Pyre 125th year of Ascendancy at 16:40 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By FeelsGoodMan the Krog Marauder level 49
18th Pyre 125th year of Ascendancy at 07:39 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By FeelsGoodMan the Krog Marauder level 30
47th Haze 123rd year of Ascendancy at 02:26 see stats
Huge Appetite (Insane (Roguelike) difficulty)
Ate 20 bosses.By FeelsGoodMan the Krog Marauder level 50
40th Pyre 125th year of Ascendancy at 18:01 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By FeelsGoodMan the Krog Marauder level 50
44th Dusk 125th year of Ascendancy at 17:53 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By FeelsGoodMan the Krog Marauder level 10
7th Dusk 122nd year of Ascendancy at 21:50 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By FeelsGoodMan the Krog Marauder level 20
48th Haze 122nd year of Ascendancy at 00:45 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By FeelsGoodMan the Krog Marauder level 30
44th Haze 123rd year of Ascendancy at 15:29 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By FeelsGoodMan the Krog Marauder level 40
67th Pyre 124th year of Ascendancy at 20:18 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By FeelsGoodMan the Krog Marauder level 50
24th Pyre 125th year of Ascendancy at 15:45 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By FeelsGoodMan the Krog Marauder level 50
68th Pyre 125th year of Ascendancy at 04:04 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By FeelsGoodMan the Krog Marauder level 19
15th Haze 122nd year of Ascendancy at 17:11 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By FeelsGoodMan the Krog Marauder level 47
1st Decay 124th year of Ascendancy at 11:17 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By FeelsGoodMan the Krog Marauder level 42
26th Dusk 124th year of Ascendancy at 01:00 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By FeelsGoodMan the Krog Marauder level 42
45th Dusk 124th year of Ascendancy at 03:20 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By FeelsGoodMan the Krog Marauder level 25
44th Regrowth 123rd year of Ascendancy at 14:31 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By FeelsGoodMan the Krog Marauder level 35
57th Regrowth 124th year of Ascendancy at 11:22 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By FeelsGoodMan the Krog Marauder level 33
30th Regrowth 124th year of Ascendancy at 07:58 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By FeelsGoodMan the Krog Marauder level 13
19th Dusk 122nd year of Ascendancy at 07:42 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By FeelsGoodMan the Krog Marauder level 50
68th Pyre 125th year of Ascendancy at 05:51 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By FeelsGoodMan the Krog Marauder level 50
15th Dusk 125th year of Ascendancy at 15:41 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By FeelsGoodMan the Krog Marauder level 38
37th Pyre 124th year of Ascendancy at 14:44 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By FeelsGoodMan the Krog Marauder level 21
64th Haze 122nd year of Ascendancy at 16:50 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By FeelsGoodMan the Krog Marauder level 15
40th Dusk 122nd year of Ascendancy at 01:29 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By FeelsGoodMan the Krog Marauder level 32
73rd Haze 123rd year of Ascendancy at 10:45 see stats
Log
--------------------------------
FeelsGoodMan uses Infusion: Wild.
FeelsGoodMan speeds up.
FeelsGoodMan is cured!
FeelsGoodMan lessens the pain.
FeelsGoodMan uses Infusion: Regeneration.
FeelsGoodMan starts regenerating health quickly.
FeelsGoodMan is recovering from the damage!
FeelsGoodMan is invigorated by the attack!
FeelsGoodMan is invigorated by the attack!
FeelsGoodMan's mind surges with critical power!
FeelsGoodMan is invigorated by the attack!
FeelsGoodMan is invigorated by the attack!
FeelsGoodMan's mind surges with critical power!
FeelsGoodMan is invigorated by the attack!
FeelsGoodMan's mind surges with critical power!
FeelsGoodMan is invigorated by the attack!
FeelsGoodMan's mind surges with critical power!
FeelsGoodMan is invigorated by the attack!
Something performs a melee critical strike against FeelsGoodMan!
FeelsGoodMan is invigorated by the attack!
FeelsGoodMan is invigorated by the attack!
FeelsGoodMan is invigorated by the attack!
FeelsGoodMan is invigorated by the attack!
FeelsGoodMan's mind surges with critical power!
FeelsGoodMan is invigorated by the attack!
FeelsGoodMan is invigorated by the attack!
FeelsGoodMan is invigorated by the attack!
FeelsGoodMan is invigorated by the attack!
Saving game...




























































































































































































































































