










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| 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.
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:
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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 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: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Berserker |
| Level / Exp | 50 / 1675% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 174.12 (base 60) |
| Dexterity | 115.12 (base 60) |
| Constitution | 130.12 (base 62) |
| Magic | 37 (base 11) |
| Willpower | 45 (base 14) |
| Cunning | 75 (base 38) |
Resources
| Life | 117/2177 |
| Stamina | 209/314 |
| Equilibrium | 0 |
| Healing Factor | 1.8203598560576 |
| Regeneration | 16.859178991852 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 14 |
| See Stealth | 89.956004335202 |
| See Invisible | 96.956004335202 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, dragon |
Offense: Mainhand
| Damage | 556 |
| Accuracy | 91 |
| Crit Chance | 140% |
| APR | 87 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +16% |
| Nature | +32% |
| Cold | +22% |
| Physical | +72% |
| Mind | +32% |
| All | +7% |
Offense: Damage Penetration
| Nature | +15% |
| Fire | +10% |
| Physical | +32% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 82.585754871727 (100%) |
| Defense | 58 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 71 |
| Spell Save | 53 |
| Mental Save | 57 |
Defense: Resistances
| Nature | + 70%( 70%) |
| Lightning | + 62%( 70%) |
| Darkness | + 70%( 70%) |
| Cold | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Acid | + 68%( 70%) |
| Fire | + 70%( 70%) |
| All | + 57%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Bleed Resistance | 70% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 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 30 for 12 turns. While Heroism is active, you will only die when reaching -1267 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 movement speed by 1117% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 459 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 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 25 for 13 turns. While Heroism is active, you will only die when reaching -1136 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 Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.60 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.60 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Technique / Berserker's strength | 1.60 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat techniques | 1.90 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.90 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Berserker Rage |
| beneficial effect | Increases critical hit chance by 47%. Berserker Rage |
| beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+8 cooldowns). Infusion Saturation |
| detrimental effect | The target is hexed, granting it 54% chance each turn to be dazed for 3 turns. Pacification Hex |
| beneficial effect | Increases your three highest stats by 22 and keeps you from dying even if your life drops to -1043. Heroism |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| beneficial effect | The target ignores pain, reducing all damage taken by 35%. Pain Suppression |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost anorithil from death by hornet swarm. Escort: lost anorithil (level 4 of Old Forest) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Cunning by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Disengage (+1 level(s)). | done |
You failed to protect the lost tinker from death by ghoulking. Escort: lost tinker (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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: 484. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | 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 | Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+1 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 20 power out of 5/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. This object's appearance was changed to Cinderfeet. |
| Quiver | Star Shot (20/20, 32-38.4 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex 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. |
| Light source | GODLIKE VISION1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Mind.pwr +4 (+2 eff.) Phasing +30% ----- def ----- Resists +14% blight Max.HP +80.00 HP.reg +4.80 Blind- +100% Confus- +60% ---------- misc Mana/turn +0.08 Equi/ret +0.16 Mana/s.crit +1.00 Vim/s.crit +3.00 Max.hate +6.00 Light +16 See.Stealth +50 See.Invis +48 Track: Puts all charms on 24 cooldown Level 4.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 43 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | can I also resell this for full value (9 def, 5 armour)3.0 T5 head armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +2 Str +12 Dex +5 Wil +5 Cun +10 Con dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +5 Defense +9 (+3 eff.) Rng.Def +9 (+2 eff.) Fatigue +5% Resists +13% blight +12% lightning +15% nature +25% darkness Max.HP +20.00 ---------- misc Infravis +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Crown of the Elements. |
| Tool | Blazetouch the voratun pickaxe (dig speed 7 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +9 Str +1 Wil dps ---------- Dmg.mod +9% mind +3% lightning Res.pen +15% physical Apr +14 On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Hate/m.crit +3.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 16 cooldown Level 7.6 Pwr.cost 16 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +132 accuracy and allowing you to attack creatures you cannot see without penalty for the next 7 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Kindlespike'0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Cun +4 Con dps ---------- Phys.crit +1.0% Melee+ 25 bleed Ranged+ 25 bleed Dmg.mod +15% physical Res.pen +10% fire Acc +17 (+3 eff.) Apr +16 On Hit (Melee): * Slows global speed by 15% * 18% chance to cause random gloom On Hit (Ranged): * 16% chance to cause random gloom ----- def ----- Defense +17 (+5 eff.) Resists +6% blight Phys.save +12 (+3 eff.) Spell.save +18 (+6 eff.) Mind.save +18 (+5 eff.) HP.reg +0.40 ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Disengage: Puts all charms on 6 cooldown Level 1.6 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 129% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Dual techniques +0.30 Technique/Archery excellence +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Two-handed weapons +0.30 Technique/Thuggery +0.30 Technique/Shield offense +0.30 Technique/Unarmed training +0.30 Technique/Archery prowess +0.30 Technique/Combat training +0.30 Technique/Combat techniques +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Superiority +0.30 Technique/Pugilism +0.30 Technique/Shield defense +0.30 Technique/Finishing moves +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around waist | drakeskin leather belt 'Mirestrike'1.0 T5 belt armor [Random Unique] Master While equipped: dps ---------- Dmg.mod +6% mind +25% physical Res.pen +15% nature +17% physical Melee Ret 4 nature ----- def ----- Resists +13% fire +15% cold D.Red.from +45% Summoned Mind.save +20 (+6 eff.) ---------- misc Telepathy Dragon A belt that goes around your waist. |
| In main hand | Legacy of the Naloren (84-117.6 power, 20 apr)3.0 T5 trident 2H weapon [Unique] Nature/Psionic Power 84.0 - 117.6 Physical Uses 140% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +20 Crit +20.0% Atk.spd 100% On Hit: 10% Stunning Blow 1 On Hit: 10% Spit Poison 5 On Hit: 10% Silence 3 While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con +10 Lck dps ---------- Mind.crit +12% Phys.pwr +12 (+1 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +15% cold +25% nature +10% mind ----- def ----- Resists +10% acid +15% cold +20% nature ---------- misc Light +2 Cooldown Spit Poison -2 Rush -3 Masteries +0.30 Technique/Combat techniques +0.30 Technique/Combat training +0.30 Psionic/Psychic Assault Implode: Level 2.0 Pwr.cost 24 out of 42/60. Range 5 Travel.spd instantaneous Is a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 2 turns and dealing 120.4 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This object's appearance was changed to Crystle's Astral Bindings. |
| Main armor | The Black Plate (25 def, 35 armour)17.0 T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+1 eff.) ----- def ----- Armour +35 Defense +25 (+7 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+4 eff.) Spell.save +25 (+8 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression +0.20 Corruption/Wrath ShadowPwr +10 Grants physical power equal to your Shadow Power. Link of Pain: (Instant) Level 3.6 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Is a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" This object's appearance was changed to Borfast's Cage. |
| Cloak | Healthyboys (17 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +10 Str +5 Mag +3 Wil +1 Cun +10 Con dps ---------- Mind.crit +1% Crit.mult +10.00% Res.pen +5% mind ----- def ----- Defense +17 (+5 eff.) Phys.save +29 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save +9 (+3 eff.) Max.HP +110.00 ---------- misc Equi/ret +0.04 Max.mana +80.00 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Fearfire Mantle. |
| Around neck | Morningprophet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Wil dps ---------- Crit.mult +15.00% Dmg.mod +9% light On Hit (Melee): * Slows global speed by 30% * 30% chance to blind ----- def ----- Heal.mod +22% Cut- +70% ---------- misc Equi/ret +0.12 Psi/ret +0.12 Heal: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 262 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
Primal Infusion (affinity 23%; cure magical, physical, mental)0.1 T3 infusion scroll [Unique] 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 23% (scales with Constitution) for 6 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. This wild infusion has evolved. |
healing infusion of the titan (heal 349)0.1 T1 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 instantly heal yourself for 349 and cleanse 1 wound and 1 poison effect. 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. |
healing infusion of the titan (heal 390)0.1 T1 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 instantly heal yourself for 390 and cleanse 1 wound and 1 poison effect. 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. |
healing infusion of the titan (heal 353)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 353 and cleanse 1 wound and 1 poison effect. 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. |
healing infusion of the warrior (heal 459)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 459 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 496)0.1 T1 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 instantly heal yourself for 496 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 471)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 471 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 472)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 472 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 442)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 442 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 of the duelist (+22 for 7 turns, die at -787)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 38 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 22 for 7 turns. While Heroism is active, you will only die when reaching -787 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 (+11 for 12 turns, die at -465)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 37 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 11 for 12 turns. While Heroism is active, you will only die when reaching -465 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 sneak (+16 for 10 turns, die at -793)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 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 10 turns. While Heroism is active, you will only die when reaching -793 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 Cunning 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 titan (+23 for 11 turns, die at -1125)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 11 turns. While Heroism is active, you will only die when reaching -1125 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 Constitution 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 (+11 for 9 turns, die at -465)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 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 11 for 9 turns. While Heroism is active, you will only die when reaching -465 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. |
insidious poison infusion of the warrior (82 nature damage, 31% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 31 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 81.89 nature damage per turn for 7 turns, and reducing the target's healing received by 31%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (430% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 430% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (420% speed; 4 turns)0.1 T2 infusion scroll [Normal] 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 movement speed by 420% 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. 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 (1039% 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 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1039% 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 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 duelist (854% 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 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 854% 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 titan (756% 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 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 756% 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 Constitution 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 titan (934% 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 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 934% 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 Constitution 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 (537% 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 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 537% 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 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 wizard (545% 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 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 545% 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. |
movement infusion of the wizard (676% 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 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 676% 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 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 485 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 21 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 485 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 sneak (heal 464 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 25 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 464 life over 5 turns. 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. |
regeneration infusion of the titan (heal 743 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 21 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 743 life over 5 turns. 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. |
regeneration infusion of the titan (heal 651 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 23 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 651 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 961 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 21 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 961 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 822 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 24 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 822 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 731 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 22 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 731 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 851 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 20 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 851 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 wizard (heal 640 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 23 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 640 life over 5 turns. 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 duelist (resist 27%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 6 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 28%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 cure yourself of one random magical effect and reduce all damage taken by 28% for 6 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 32%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 cure yourself of one random magical effect and reduce all damage taken by 32% 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 sneak (resist 24%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% 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 38%; cure mental, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 38% for 6 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 magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 cure yourself of one random magical effect and reduce all damage taken by 40% for 6 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 30%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 cure yourself of one random magical 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 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 14%; cure magical, mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 14% 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. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
biting gale rune (50 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 20 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 50.02 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 (859% regen over 10 turns; 43 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 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 859% for 10 turns and instantly restoring 43 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. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] 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. |
Brandresolve the voratun amulet0.1 T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +1 Dex +3 Mag dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) Melee+ 11 light 10 darkness Dmg.mod +6% acid +13% light +7% darkness +10% fire +5% lightning +7% cold On Melee Ret: * 10% chance to inflict 15% damage reduction * 10% chance to blind ----- def ----- Resists +29% light +18% darkness +15% mind Blind- +38% ---------- misc Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
Brightjeer0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Armour +4 Defense +5 (+2 eff.) Resists +9% light Res.Cap +3% all Phys.save +10 (+3 eff.) Spell.save +20 (+7 eff.) Mind.save +30 (+8 eff.) Confus- +15% Stun/Frz- +15% Amulets can have magical properties. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 36 power out of 60/60 The evilness of undeath radiates from this amulet. |
Flashreaper the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun +1 Wil dps ---------- Mind.crit +2% Dmg.mod +6% fire ----- def ----- Resists +12% fire +12% cold Mind.save +20 (+6 eff.) ---------- misc Max.psi +20.00 Amulets can have magical properties. |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+5 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 6.4 Pwr.cost 6 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 663.64 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Goredar the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Dex +2 Con ----- def ----- Fatigue -6% Resists +17% fire +16% cold ---------- misc See.Invis +15 Telepathy Dragon Demon/Major Demon/Minor Amulets can have magical properties. |
Manitar the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +8 Dex +9 Wil dps ---------- Dmg.mod +9% arcane Acc +16 (+3 eff.) ----- def ----- Resists +27% mind +3% blight Heal.mod +23% Cut- +70% Confus- +40% Heal: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 262 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 36 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Vorymina0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +12 Lck +1 Str dps ---------- Phys.pwr +4 (+0 eff.) Acc +15 (+3 eff.) ----- def ----- Armour +8 Defense +18 (+5 eff.) Resists +30% lightning Phys.save +6 (+2 eff.) Unseen.red 20% Blind- +31% Stun/Frz- +42% ---------- misc Infravis +7 Sight +2 See.Invis +10 Amulets can have magical properties. |
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 steel amulet of cunning (+4) =Cun +4=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +14% mind Confus- +23% Amulets can have magical properties. |
gold amulet 'Ragigodig'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Apr +3 ----- def ----- Resists +19% mind Phys.save +18 (+5 eff.) HP.reg +0.80 Heal.mod +40% Confus- +31% Amulets can have magical properties. |
grounding voratun amulet of cunning (+9)0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +9 Cun ----- def ----- Resists +30% lightning Stun/Frz- +41% Amulets can have magical properties. |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +11% cold Amulets can have magical properties. |
voratun amulet0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
Aragorn =LOTR=0.1 T3 ring jewelry [Rare] Master While equipped: Stats +12 Cun +5 Dex dps ---------- Mind.pwr +6 (+2 eff.) Acc +11 (+2 eff.) ----- def ----- Resists +6% fire +15% light +18% darkness ---------- misc Psi/ret +0.12 Rings can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Chusakan the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% HP.reg +1.30 Stun/Frz- +24% ---------- misc Light +3 Infravis +3 See.Invis +12 Telepathy Dragon Rings can have magical properties. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Glintquell0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light +20% physical Melee Ret 16 mind On Hit (Melee): * 31% chance to blind ----- def ----- Resists +9% light +20% physical ---------- misc Light +3 Rings can have magical properties. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Neryba the Wildviper0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Wil dps ---------- Spell.pwr +10 (+2 eff.) S.pwr/crit +10 Melee Ret 16 nature ----- def ----- Mind.save +14 (+4 eff.) ---------- misc Vim/s.crit +5.00 Max.mana +60.00 Rings can have magical properties. |
Shadewilder the gold ring =Stun 31=0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +25% lightning Melee Ret 12 darkness On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% darkness HP.reg +1.00 Stun/Frz- +31% Rings can have magical properties. |
Unrileg0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +13% light +12% arcane ----- def ----- Armour +6 Resists +6% temporal +35% light +5% arcane Silence- +25% Rings can have magical properties. |
Uredunasta0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun dps ---------- Crit.mult +10.00% Mind.pwr +8 (+3 eff.) Dmg.mod +18% acid Melee Ret 12 mind ----- def ----- Defense +14 (+4 eff.) Heal/summ +20 ---------- misc Max.hate +4.00 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
Voidwell =Proc Ring=0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +12% physical Melee Ret 12 acid On Hit (Melee): * 30% chance to corrode armour by 30% * 30% chance to inflict 15% damage reduction ----- def ----- Resists +9% acid +12% physical +3% 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? |
Xerymina0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +9% lightning +20% darkness +30% cold +5% arcane +6% fire Rings can have magical properties. |
Zubemira0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +13% lightning Acc +11 (+2 eff.) Apr +10 Melee Ret 12 mind ----- def ----- Defense +22 (+6 eff.) Resists +32% lightning +9% darkness +3% mind Disengage: Puts all charms on 6 cooldown Level 1.6 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 129% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
copper ring 'Khelundil' =Armor +10=0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Armour +10 Resists +9% mind +3% temporal Disarm- +5% Confus- +15% Rings can have magical properties. |
gold ring 'Alandur' =Move +16 BlindSpeed=0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Mov.spd +16% Dmg.mod +9% temporal Res.pen +25% temporal Acc +11 (+2 eff.) Melee Ret 20 temporal ----- def ----- Defense +10 (+3 eff.) Resists +3% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Blinding Speed: Puts all charms on 24 cooldown Level 5.7 Pwr.cost 24 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 50% for 5 turns. Rings can have magical properties. |
gold ring 'Aroyabrekira' =stun 35=0.1 T3 ring jewelry [Rare] Master While equipped: Stats +1 Dex +3 Con ----- def ----- Armour +8 Resists +9% mind Die.at -40.00 life HP.reg +2.30 Disarm- +5% Confus- +10% Stun/Frz- +34% ---------- misc Telepathy Dragon Rings can have magical properties. |
gold ring 'Carrionripper'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Dex +3 Con dps ---------- Dmg.mod +9% nature Melee Ret 20 nature 8 physical ----- def ----- Resists +12% mind Max.HP +35.00 Heal.mod +10% Disarm- +33% Pinning- +38% Knockbk- +34% ---------- misc Max.stam +20.00 Rings can have magical properties. |
gold ring 'Plagueborn'0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +14% light +9% fire Res.pen +20% nature +10% fire Melee Ret 16 nature ----- def ----- Resists +12% fire +28% light +20% nature Rings can have magical properties. |
gold ring 'Vorama'0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +7 Dex dps ---------- Dmg.mod +9% temporal ----- def ----- Resists +9% mind Die.at -80.00 life Heal.mod +10% Blind- +48% Cut- +15% Stun/Frz- +15% ---------- misc Infravis +5 See.Stealth +14 See.Invis +17 Rings can have magical properties. |
gold ring of life0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +40.00 HP.reg +0.70 Heal.mod +12% Rings can have magical properties. |
gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +23.00 Disarm- +27% Pinning- +26% Knockbk- +23% Rings can have magical properties. |
marksman's copper ring of arcana(+0.11/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Silence- +22% ---------- misc Mana/turn +0.11 Rings can have magical properties. |
psionicist's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Mind.save +4 (+1 eff.) Rings can have magical properties. |
rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +20% Rings can have magical properties. |
steel ring 'Shockpierce' =Cun +5=0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Dex +2 Mag +5 Wil +5 Cun dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +6% lightning Res.pen +15% lightning Melee Ret 12 lightning ---------- misc See.Invis +6 Rings can have magical properties. |
steel ring of frost (+26%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +13% cold ----- def ----- Resists +26% cold Rings can have magical properties. |
stralite ring 'Zeravor'0.1 T4 ring jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.crit +5% Mind.pwr +8 (+3 eff.) Res.pen +15% physical ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+2 eff.) Resists +9% mind +4% physical HP.reg +3.10 Heal/summ +20 Stun/Frz- +41% 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. |
voratun ring0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
voratun ring 'Relgydil'0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +7 Wil dps ---------- Crit.mult +20.00% Dmg.mod +17% darkness +9% arcane Phasing +40% ----- def ----- Resists +34% darkness Spell.save +30 (+9 eff.) ---------- misc Max.mana +80.00 Rings can have magical properties. |
warrior's gold ring of nature (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% nature ----- def ----- Armour +8 Resists +24% nature Rings can have magical properties. |
Torydunavon (57.5-86.25 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 57.5 - 86.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +34 blight +4 temporal +4 arcane On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 42% chance to disease On Crit: * wounds the target for 7 turns: 29 bleeding, 81% reduced healing While equipped: dps ---------- Phys.crit +17.0% Phys.pwr +20 (+3 eff.) Dmg.mod +6% temporal Res.pen +19% physical Acc +19 (+3 eff.) Apr +17 On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) Massive two-handed battleaxes. |
Dagger of the Past (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Life Drinker (42-54.6 power, 11 apr)1.0 T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 24 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 5.08 acid and 5.08 blight damage. If not cleared after five turns it will inflict 28.82 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex 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 (+4 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. |
Blighted Maul (96-144 power, 22 apr)12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 96.0 - 144.0 Physical Uses 140% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 419.89 to 1259.66 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other craatures within radius 4), dealing 1113.46 to 2226.92 physical damage (based on Strength) to each. Uses 30 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Blindstreak (51.5-77.25 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 51.5 - 77.3 Light Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +13 cold On Crit.r2 +8 light On Hit: * 20% chance to torment the target While equipped: dps ---------- Dmg.mod +14% physical Res.pen +12% physical +7% mind +14% darkness Apr +13 On Hit (Melee): * 30% chance to blind ----- def ----- Resists +3% light Massive two-handed mauls. |
Eremirak the Skyshine (51.5-77.25 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Power 51.5 - 77.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +17 darkness Against +10% Living On Hit: * 40% chance to daze at end of turn While equipped: dps ---------- Res.pen +13% nature Acc +19 (+3 eff.) Melee Ret 8 arcane ----- def ----- Defense +16 (+5 eff.) Resists +15% lightning +9% all Disarm- +55% Massive two-handed mauls. |
Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +0.0% Atk.spd 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Unstoppable Mauler (48-72 power, 15 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+4 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 4.8 Pwr.cost 11 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 178% weapon damage. If you failed to move the damage is instead 89%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
steel greatmaul 'Branorion' (44-66 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 44.0 - 66.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +12 fire On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +3% temporal Massive two-handed mauls. |
stralite greatmaul 'Gesalar' (69.5-104.25 power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Master Power 69.5 - 104.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% On Hit: * 40% chance to disease While equipped: ----- def ----- Resists +12% mind Crit.dmg- 15.00% Blind- +10% Disarm- +10% Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed mauls. |
truestriking stralite greatmaul of crippling (58.5-87.75 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego++] Master Power 58.5 - 87.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +13.0% Res.pen +13% physical Acc +10 (+2 eff.) Apr +13 Massive two-handed mauls. |
voratun greatmaul 'Falochik' (64-96 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Power 64.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +4 temporal On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +1 Str dps ---------- Res.pen +17% nature +25% temporal Acc +14 (+2 eff.) Melee Ret 4 acid ----- def ----- Defense +21 (+6 eff.) Resists +14% all Disarm- +39% ---------- misc Infravis +3 Massive two-handed mauls. |
Dethblyd (70-112 power, 18 apr)3.0 T5 greatsword 2H weapon [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. |
Genocide (42-67.2 power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Heatransom (64-102.4 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Master/Psionic Power 64.0 - 102.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 darkness +16 fire Against +28% Living On Hit: * 25% chance to put talents on cooldown While equipped: Stats +3 Dex +8 Mag +9 Con dps ---------- Phys.pwr +20 (+3 eff.) Res.pen +20% physical Melee Ret 8 temporal ----- def ----- Disarm- +39% ---------- misc See.Invis +9 Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Storm Fury4.0 T5 longbow 2H weapon Reqs Shoot [Unique] Arcane Acc+ +0.2% crit / acc Atk.spd 143% Range +10 While equipped: Stats +5 Dex +7 Mag dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Ranged+ 75 lightning Dmg.mod +20% lightning ----- def ----- Rng.Def +15 (+4 eff.) Resists +20% lightning ---------- misc Masteries +0.10 Spell/Storm +0.20 Spell/Air Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Everpyre Blade (38-53.2 power, 10 apr)3.0 T4 longsword 1H weapon [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 15 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 403.57 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. |
Punae's Blade (46-64.4 power, 4 apr)3.0 T4 longsword 1H weapon [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. |
Sword of Potential Futures (28-39.2 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature The natural wyrm seeks an element. Power 16.0 - 17.6 Physical Uses 40% Wil, 20% Str, 10% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 18% acid 18% cold 18% fire 18% lightning While equipped: dps ---------- Phys.crit +4.0% Mind.crit +4% Phys.pwr +8 (+1 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +8% lightning +8% physical +8% cold +8% fire +8% acid ----- def ----- Resists +8% acid +8% physical +8% cold +8% fire +8% lightning ---------- misc Masteries +0.10 Wild-gift/Venom drake aspect +0.10 Wild-gift/Cold drake aspect +0.10 Wild-gift/Fire drake aspect +0.10 Wild-gift/Storm drake aspect +0.10 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Sand Breath: Level 4.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe sand in a frontal cone of radius 8. Any target caught in the area will take 647.81 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire 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 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+9 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 120 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Trident of the Tides (80-112 power, 20 apr)3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 140% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+2 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+6 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 36 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 84.18. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Malediction (55-66 power, 15 apr)3.0 T4 waraxe 1H weapon [Unique] Arcane Power 55.0 - 66.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 100% HP.leech +5% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 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. |
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. |
Gloralrada the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Phys.crit +15.0% Spell.crit +1% Mind.crit +14% Crit.mult +25.00% Spell.pwr +2 (+0 eff.) S.pwr/crit +2 Res.pen +5% acid ----- def ----- Resists +28% lightning +19% temporal A belt that goes around your waist. |
Lisena1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +4 Cun +7 Lck dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +5 (+0 eff.) ----- def ----- Fatigue -6% Resists +12% lightning Mind.save +6 (+2 eff.) Stealth +7 Disease- +20% ---------- misc T.Disarm +7 Max.enc +20 Infravis +4 A belt that goes around your waist. |
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 (+4 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. |
can I resell this for full price1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +12.00% Phys.pwr +5 (+0 eff.) Spell.pwr +10 (+2 eff.) S.pwr/crit +6 Dmg.mod +9% blight Melee Ret 16 arcane ----- def ----- Armour +12 Defense +15 (+4 eff.) Fatigue -10% Resists +5% arcane +9% lightning Phys.save +23 (+6 eff.) Mind.save +15 (+4 eff.) ---------- misc Max.enc +56 A belt that goes around your waist. |
insulating hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +11% fire +7% cold Max.HP +41.00 A belt that goes around your waist. |
rough leather belt 'Pyremoon'1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% fire Res.pen +20% arcane +25% fire ----- def ----- Armour +6 Resists +5% arcane +15% fire Create a temporary shield that absorbs 203 damage Puts all charms on 18 cooldown A belt that goes around your waist. |
Arckarma (7 def, 0 armour) =+21 Lightning=2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +15% lightning Melee Ret 4 mind ----- def ----- Defense +7 (+2 eff.) Resists +21% lightning Phys.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. |
Baryrelin (1 def, 0 armour) =Con +2=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +4 Wil +2 Cun +2 Con dps ---------- Melee Ret 16 blight ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Beorach (11 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Res.pen +10% temporal Acc +35 (+7 eff.) ----- def ----- Defense +11 (+3 eff.) Rng.Def +9 (+2 eff.) Fatigue -7% Resists +6% temporal Die.at -20.00 life Max.HP +81.00 Heal.mod +10% ---------- misc Max.stam +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Betelranne the Treesage (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Mag +4 Wil +3 Con dps ---------- Dmg.mod +6% nature ----- def ----- Defense +2 (+1 eff.) Resists +12% nature Crit.dmg- 15.00% Phys.save +8 (+2 eff.) Max.HP +49.00 ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Daytaint the elven-silk cloak (25 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Spell.crit +4% Crit.mult +5.00% Spell.pwr +4 (+1 eff.) Dmg.mod +9% light ----- def ----- Defense +25 (+7 eff.) Resists +19% light +23% fire Phys.save +22 (+6 eff.) Mind.save +10 (+3 eff.) Stealth +9 Die.at -50.00 life ---------- misc Mana/turn +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Deepsbringer (2 def, 0 armour) =DPS=2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid Res.pen +25% acid On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness Max.HP +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.0 Pwr.cost 17 out of 28/28. Range 7 Travel.spd instantaneous Is a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 44.65 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Xara (10 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.pwr +8 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Rng.Def +9 (+2 eff.) Die.at -40.00 life Max.HP +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Urynarigund' (12 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +12 (+4 eff.) Resists +9% lightning +6% light +13% blight +6% cold +13% nature Phys.save +16 (+4 eff.) Spell.save +9 (+3 eff.) Max.HP +78.00 HP.reg +1.20 Heal.mod +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Aduriann' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Crit.mult +6.00% Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Defense +1 (+1 eff.) ---------- misc Stam/turn +0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glith the Mucuspain (9 def, 4 armour)2.0 T5 cloth armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.pwr +19 (+4 eff.) Dmg.mod +15% acid +15% physical +12% blight +14% cold +13% fire +17% all Res.pen +20% darkness Melee Ret 8 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +4 Defense +9 (+3 eff.) Resists +16% acid +18% physical +16% fire +19% cold Phys.save +30 (+8 eff.) ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Islelaith (0 def, 1 armour) =+20 Movespeed=2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Mov.spd +20% Dmg.mod +6% arcane Res.pen +10% arcane ----- def ----- Armour +1 Fatigue +1% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.16 Max.vim +20.00 A pair of boots made of leather. |
Ivymira (0 def, 7 armour) =25 phys pen=2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Dex dps ---------- Phys.crit +4.0% Phys.pwr +4 (+0 eff.) Res.pen +25% physical Acc +6 (+1 eff.) Apr +4 Melee Ret 8 physical ----- def ----- Armour +7 Fatigue +1% Phys.save +30 (+8 eff.) A pair of boots made of leather. |
pair of hardened leather boots 'Duathelvenom' (0 def, 3 armour) =Move +10=2.0 T3 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Mov.spd +10% Dmg.mod +6% darkness Res.pen +5% darkness Melee Ret 12 temporal ----- def ----- Armour +3 Fatigue -1% Resists +9% lightning +7% temporal +3% darkness +10% fire +8% cold Max.HP +38.00 ---------- misc Stam/turn +0.50 A pair of boots made of leather. |
Betharithra the Shadeglamour (0 def, 1 armour) =+3 Cun=1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Dmg.mod +9% temporal Res.pen +20% darkness +5% temporal ----- def ----- Armour +1 Resists +6% temporal Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
Bokadunachak the rough leather gloves (6 def, 7 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Mind.crit +5% Acc +13 (+2 eff.) ----- def ----- Armour +7 Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Resists +3% fire Mind.save +20 (+6 eff.) Blind- +15% Poison- +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eruharadil the dwarven-steel gauntlets (0 def, 2 armour) =Cun +5=1.5 T3 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +5 Dex +3 Mag +5 Cun dps ---------- Melee+ 8 mind Dmg.mod +5% mind +3% physical Acc +7 (+1 eff.) Apr +7 Melee Ret 4 physical ----- def ----- Armour +2 Resists +7% mind +3% physical +5% light +7% darkness Heal.mod +5% ---------- misc Infravis +1 Starfall: Puts all charms on 12 cooldown Level 1.0 Pwr.cost 12 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 35.99 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Fingerwigglers (0 def, 9 armour)1.5 T5 hands armor [Random Unique] Master/Psionic While equipped: Stats +6 Con dps ---------- Melee+ 15 mind Dmg.mod +6% acid +11% mind +9% nature +6% arcane ----- def ----- Armour +9 Resists +10% mind +6% nature +5% arcane Phys.save +28 (+7 eff.) Spell.save +10 (+4 eff.) Mind.save +25 (+7 eff.) Max.HP +72.00 HP.reg +4.00 Disarm- +46% ---------- misc Stam/turn +2.00 Max.stam +25.00 Juggernaut: (Instant) Puts all charms on 18 cooldown Level 6.4 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 40% and provides a 23% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Noonbearer the hardened leather gloves (0 def, 14 armour)1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Acc +8 (+1 eff.) ----- def ----- Armour +14 Resists +12% fire +12% cold Crit.dmg- 10.00% Phys.save +37 (+9 eff.) Mind.save +8 (+3 eff.) Disarm- +37% ---------- misc Light +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Frost Grab: Level 4.0 Pwr.cost 12 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 35.18 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. |
Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) ---------- misc Light +1 Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 157.29 arcane damage and stunned). Uses 60 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. |
hardened leather gloves 'Faledar' (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +23 (+4 eff.) ----- def ----- Armour +2 Resists +6% acid Die.at -40.00 life Max.HP +30.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Aramira' (0 def, 3 armour) =cursed earth=1.5 T5 hands armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Melee+ 40 mind 40 darkness On Hit (Melee): * 25% chance to cause random gloom ----- def ----- Armour +3 Resists +6% acid +9% lightning Phys.save +30 (+8 eff.) Spell.save +30 (+9 eff.) Mind.save +25 (+7 eff.) Die.at -80.00 life Disease- +30% Confus- +15% Ruined Earth: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 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. |
Burnshaper (6 def, 4 armour) =Cun +8=3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +6 Wil +8 Cun dps ---------- Dmg.mod +6% light +12% fire Res.pen +10% light Acc +6 (+1 eff.) Apr +6 Melee Ret 4 light On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +4% Resists +8% blight +3% fire Mind.save +8 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 36 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 27 out of 45/45. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 273.30 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Dragonskull Helm (0 def, 2 armour)3.0 T5 head armor [Unique] Master While equipped: ----- def ----- Armour +2 Fatigue +12% Resists +15% acid +15% fire +15% cold +15% lightning Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
Glareonslaught the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: dps ---------- Res.pen +25% light On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +4 Fatigue +4% Resists +18% lightning Phys.save +14 (+4 eff.) ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
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 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+7 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 18 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." |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This is not for Berserkers (8 def, 14 armour)3.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +11 Mag +18 Wil dps ---------- Spell.crit +10% Crit.mult +10.00% Dmg.mod +29% blight +20% arcane Res.pen +5% lightning Phasing +20% ----- def ----- Armour +14 Defense +8 (+3 eff.) Fatigue +5% Resists +11% blight +6% all Phys.save +40 (+10 eff.) Mind.save +13 (+4 eff.) ---------- misc Vim/s.crit +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xeralle (5 def, 13 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Melee Ret 7 physical ----- def ----- Armour +13 Defense +5 (+2 eff.) Fatigue +3% Resists +10% lightning +8% temporal +9% mind +4% all Phys.save +7 (+2 eff.) Blind- +5% Skullcracker: Puts all charms on 12 cooldown Level 3.9 Pwr.cost 12 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 1991.4 Physical damage. If the attack hits, the target is confused (46% 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 cap made of leather. |
Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
voratun mail armour 'Turigafang' (5 def, 10 armour)14.0 T5 heavy armor [Random Unique] Nature/Master While equipped: Stats +9 Wil dps ---------- Melee Ret 24 light ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +47% blight +12% light +53% darkness +27% lightning Crit.dmg- 10.00% Heal.mod +10% Cut- +25% ---------- misc Light +3 A suit of armour made of mail. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
nimble rough leather armour of the deep (4 def, 3 armour) =water breathe=9.0 T1 light armor [Ego++] Nature/Master While equipped: Stats +3 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +3 Defense +4 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +6% acid +5% cold ---------- misc Breathe water A suit of armour made of leather. |
Gloramira the voratun plate armour (9 def, 25 armour) =ITS AN UPGRADE BOYS=17.0 T5 massive armor [Random Unique] Arcane/Master While equipped: Stats +9 Str +10 Mag +6 Wil dps ---------- Phys.crit +8.0% Spell.crit +7% Mind.crit +8% Phys.pwr +20 (+3 eff.) Spell.pwr +17 (+4 eff.) Mind.pwr +24 (+8 eff.) Res.pen +20% acid +10% mind Melee Ret 8 mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +25 Defense +9 (+3 eff.) Fatigue +16% Resists +19% lightning +26% fire Phys.save +13 (+3 eff.) A suit of armour made of metal plates. |
Loambore (4 def, 16 armour) =used the whole game=17.0 T2 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +9% nature On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +16 Defense +4 (+2 eff.) Fatigue +22% Resists +7% acid +6% physical +5% lightning +3% nature +6% fire +6% mind +7% cold Mind.save +12 (+4 eff.) Disarm- +21% Stun/Frz- +20% Knockbk- +27% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor [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 (+4 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+7 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 9 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, 11 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. |
Rhaduran the Stokewinnow (7 def, 40 armour)17.0 T4 massive armor [Rare] Master While equipped: Stats +4 Mag dps ---------- Melee Ret 12 fire ----- def ----- Armour +40 Defense +7 (+2 eff.) Fatigue +26% Crit.dmg- 15.00% ---------- misc Stam/turn +0.60 Light +3 See.Invis +9 A suit of armour made of metal plates. |
steel plate armour of the deep (4 def, 11 armour)17.0 T2 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +4 (+2 eff.) Fatigue +22% Resists +8% acid +7% cold ---------- misc Breathe water A suit of armour made of metal plates. |
voratun plate armour 'Demondream' (9 def, 22 armour)17.0 T5 massive armor [Rare] Nature While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +6% physical Acc +4 (+0 eff.) Melee Ret 16 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +22 Defense +9 (+3 eff.) Fatigue +26% Resists +14% acid +15% physical +15% cold +30% lightning +15% fire Die.at -86.00 life Disarm- +40% Stun/Frz- +36% Knockbk- +38% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Sanguine Shield (14 def, 4 armour, 220 block)7.0 T4 shield armor [Unique] Master While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+4 eff.) Rng.Def +14 (+3 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. |
Temporal Rift (8 def, 4 armour, 325 block)7.0 T5 shield armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) ----- def ----- Armour +4 Defense +8 (+3 eff.) Rng.Def +10 (+2 eff.) Fatigue +0% Resists +30% temporal Dmg.red +20 all Spell.save +20 (+7 eff.) Proj.slow +50% ---------- misc Talents +5 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
1546 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Berizilagund the Voidworm (dig speed 29 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str ----- def ----- Armour +8 Resists +12% lightning +6% temporal +6% darkness Phys.save +7 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +25 (+7 eff.) Max.HP +43.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Cinderquencher the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% arcane Melee Ret 8 arcane 8 fire ----- def ----- Resists +5% arcane +30% fire Max.HP +31.00 ---------- misc Max.stam +21.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Shockwell the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% mind +6% lightning Res.pen +10% mind Melee Ret 16 mind 4 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Fatigue -4% 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. |
dwarven-steel pickaxe 'Muvor' (dig speed 24 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str +1 Dex dps ---------- Dmg.mod +12% nature ----- def ----- Resists +23% nature +1% physical Phys.save +6 (+2 eff.) HP.reg +0.40 ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's voratun pickaxe (dig speed 17 turns)3.0 T5 digger tool [Ego] Master While equipped: Stats +3 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 48 power out of 81/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 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. |
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. |
Blazepain2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 30% chance to daze at end of turn * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% lightning +6% cold +9% temporal Def/telep +11 Res/telep +11% Dur/telep +12% ---------- 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. |
Duvozilasus the alchemist's lamp1.0 T3 lite [Rare] Arcane While equipped: Stats +4 Dex dps ---------- Crit.mult +9.00% Dmg.mod +11% light +15% physical ----- def ----- Armour +8 Resists +9% darkness +4% physical Affinity +5% light Phys.save +6 (+2 eff.) Heal.mod +10% ---------- misc Light +6 Sun Flare: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 15.73 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Getodig the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +4 Defense +9 (+3 eff.) Rng.Def +9 (+2 eff.) Resists +2% physical HP.reg +0.80 Heal.mod +15% Blind- +35% Confus- +42% Knockbk- +15% ---------- misc Light +8 See.Stealth +13 See.Invis +14 Track: Puts all charms on 24 cooldown Level 3.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 38 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 15 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 57.61 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 57.61 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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 (102 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 24 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Xerelerin2.0 T1 lite [Rare] Master While equipped: ----- def ----- Armour +6 Resists +5% arcane Die.at -80.00 life Cut- +30% ---------- 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. |
brass lantern 'Thunderstreaker'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% blight Res.pen +5% blight Melee Ret 4 lightning On Hit (Melee): * 20% chance to disease ----- def ----- Resists +9% lightning ---------- 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. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 12 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
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 6 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. |
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. |
5 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. |
3 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. |
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 (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Elusewe the Blazebloom [power 51] (12 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Str +5 Dex +5 Con dps ---------- Acc +10 (+2 eff.) ----- def ----- Phys.save +9 (+2 eff.) ---------- misc Light +2 Talents +2 Telekinetic Blast Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 51 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
Toxinlore [power 85] (12 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% nature +6% mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +20% nature Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 85 for 7 turns Puts all charms on 12 cooldown 100% to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of charged psionic shield 'Xerybeth' [power 91] (12 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +7 Str dps ---------- Phys.crit +4.0% Phys.pwr +8 (+1 eff.) Dmg.mod +6% physical ----- def ----- Armour +8 ---------- misc Talents +3 Telekinetic Blast Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 91 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of psychoportation 'Dairudur' [power 21] (18 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +5 Mag dps ---------- Phys.crit +4.0% ----- def ----- Armour +4 ---------- misc Mana/turn +0.08 Teleport randomly (rad 21) Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
Gloruyarialle the Shinegore [power 2] (6 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +12% mind +6% light ----- def ----- Heal/summ +50 ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Remove up to 2 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 6 cooldown Natural totems are made by powerful wilders to store nature power. |
Zubylratta the yew totem of thorny skin [power 44] (12 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Acc +4 (+0 eff.) ----- def ----- Armour +4 Resists +15% mind +5% physical Die.at -40.00 life Harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Puts all charms on 12 cooldown 100% to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of cure ailments [power 2] (8 cooldown)2.0 T2 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 8 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of cure ailments 'Galezephyr' [power 3] (6 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% nature +18% light Res.pen +25% lightning Melee Ret 8 lightning ----- def ----- Resists +6% lightning ---------- misc Light +3 Remove up to 3 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 6 cooldown Natural totems are made by powerful wilders to store nature power. |
Morbusbane [power 9] (4 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% nature Res.pen +15% nature Melee Ret 20 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% temporal Reveal the area around you, dispelling darkness (radius 9, power 55 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown 100% to regenerate 3 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 146.59 temporal and 146.59 darkness damage (based on Magic). Uses 12 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
ash wand of conjuration 'Sunknight' [power 163] (6 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +2 Dex dps ---------- Res.pen +5% light Acc +10 (+2 eff.) Melee Ret 8 light ----- def ----- HP.reg +0.40 ---------- misc Wards +4 lightning +4 temporal +4 blight +4 fire +4 cold Talents +3 Strike +2 Ward Cooldown Strike -1 Fire a bolt of a random element with (base) damage 82 to 163 Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of conjuration 'Relgoharandur' [power 259] (6 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Armour +6 Phys.save +3 (+1 eff.) Max.HP +10.00 ---------- misc Talents +2 Strike Cooldown Strike -2 Fire a bolt of a random element with (base) damage 130 to 259 Puts all charms on 6 cooldown 100% to regenerate 8 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
5 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Angry Womanlet the Halfling Berserker level 33
47th Dusk 123rd year of Ascendancy at 08:10 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Angry Womanlet the Halfling Berserker level 50
28th Dusk 124th year of Ascendancy at 12:16 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Angry Womanlet the Halfling Berserker level 32
41st Dusk 123rd year of Ascendancy at 04:48 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 Angry Womanlet the Halfling Berserker level 50
73rd Dusk 124th year of Ascendancy at 10:06 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Angry Womanlet the Halfling Berserker level 36
16th Haze 123rd year of Ascendancy at 22:02 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Angry Womanlet the Halfling Berserker level 33
79th Dusk 123rd year of Ascendancy at 07:24 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Angry Womanlet the Halfling Berserker level 15
65th Dusk 122nd year of Ascendancy at 05:15 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Angry Womanlet the Halfling Berserker level 35
11st Haze 123rd year of Ascendancy at 11:14 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Angry Womanlet the Halfling Berserker level 32
41st Dusk 123rd year of Ascendancy at 04:00 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Angry Womanlet the Halfling Berserker level 50
70th Dusk 124th year of Ascendancy at 14:40 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Angry Womanlet the Halfling Berserker level 21
59th Regrowth 123rd year of Ascendancy at 02:51 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Angry Womanlet the Halfling Berserker level 50
58th Pyre 124th year of Ascendancy at 04:29 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Angry Womanlet the Halfling Berserker level 43
65th Regrowth 124th year of Ascendancy at 22:48 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Angry Womanlet the Halfling Berserker level 50
59th Dusk 124th year of Ascendancy at 09:25 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Angry Womanlet the Halfling Berserker level 44
14th Pyre 124th year of Ascendancy at 20:54 see stats
Got eggs? (Insane (Roguelike) difficulty)
Finish the Pikataclysm event.By Angry Womanlet the Halfling Berserker level 50
1st Mirth 124th year of Ascendancy at 07:37 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 Angry Womanlet the Halfling Berserker level 50
55th Pyre 124th year of Ascendancy at 05:14 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 Angry Womanlet the Halfling Berserker level 50
73rd Dusk 124th year of Ascendancy at 18:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Angry Womanlet the Halfling Berserker level 10
11st Dusk 122nd year of Ascendancy at 14:07 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Angry Womanlet the Halfling Berserker level 20
17th Haze 122nd year of Ascendancy at 19:17 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Angry Womanlet the Halfling Berserker level 30
28th Dusk 123rd year of Ascendancy at 17:36 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Angry Womanlet the Halfling Berserker level 40
77th Haze 123rd year of Ascendancy at 06:42 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Angry Womanlet the Halfling Berserker level 50
54th Pyre 124th year of Ascendancy at 06:40 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Angry Womanlet the Halfling Berserker level 50
56th Dusk 124th year of Ascendancy at 17:22 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Angry Womanlet the Halfling Berserker level 49
40th Pyre 124th year of Ascendancy at 04:22 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Angry Womanlet the Halfling Berserker level 49
41st Pyre 124th year of Ascendancy at 01:59 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Angry Womanlet the Halfling Berserker level 20
42nd Haze 122nd year of Ascendancy at 03:21 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Angry Womanlet the Halfling Berserker level 30
29th Dusk 123rd year of Ascendancy at 14:14 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Angry Womanlet the Halfling Berserker level 17
4th Haze 122nd year of Ascendancy at 04:10 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Angry Womanlet the Halfling Berserker level 35
11st Haze 123rd year of Ascendancy at 17:38 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Angry Womanlet the Halfling Berserker level 50
70th Dusk 124th year of Ascendancy at 14:38 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Angry Womanlet the Halfling Berserker level 27
46th Pyre 123rd year of Ascendancy at 16:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Angry Womanlet the Halfling Berserker level 10
15th Dusk 122nd year of Ascendancy at 00:36 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Angry Womanlet the Halfling Berserker level 50
56th Dusk 124th year of Ascendancy at 19:07 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Angry Womanlet the Halfling Berserker level 50
70th Dusk 124th year of Ascendancy at 14:40 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Angry Womanlet the Halfling Berserker level 44
13rd Pyre 124th year of Ascendancy at 16:36 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Angry Womanlet the Halfling Berserker level 8
4th Flare 122nd year of Ascendancy at 23:54 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Angry Womanlet the Halfling Berserker level 38
59th Haze 123rd year of Ascendancy at 08:12 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Angry Womanlet the Halfling Berserker level 21
57th Regrowth 123rd year of Ascendancy at 22:10 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Angry Womanlet the Halfling Berserker level 14
52nd Dusk 122nd year of Ascendancy at 02:23 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Angry Womanlet the Halfling Berserker level 32
39th Dusk 123rd year of Ascendancy at 11:48 see stats
Log
--------------------------------
Angry Womanlet is moving less freely.
Angry Womanlet deactivates Berserker Rage.
Angry Womanlet's rage subsides!
Angry Womanlet feels pain again.
Angry Womanlet is free from the hex.

























































































































































































