Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Possessor Bonus Class 1.7.4Donators/Buyers bonus! More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Female |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 30 / 3% |
Size | big |
Lifes / Deaths | Killed by worm that walks at level 11 on the 10th Profit 122nd year of Ascendancy at 23:16 / 18Killed by worm that walks at level 11 on the 11st Profit 122nd year of Ascendancy at 01:01 Killed by worm that walks at level 11 on the 11st Profit 122nd year of Ascendancy at 02:17 Killed by worm that walks at level 11 on the 11st Profit 122nd year of Ascendancy at 03:09 Killed by worm that walks at level 11 on the 11st Profit 122nd year of Ascendancy at 03:34 Killed by worm that walks at level 11 on the 11st Profit 122nd year of Ascendancy at 04:38 Killed by worm that walks at level 11 on the 11st Profit 122nd year of Ascendancy at 05:48 Killed by worm that walks at level 11 on the 11st Profit 122nd year of Ascendancy at 06:56 Killed by snow giant boulder thrower at level 15 on the 35th Profit 122nd year of Ascendancy at 14:49 Killed by Emelitta the losselhing at level 24 on the 7th Loss 122nd year of Ascendancy at 01:36 Killed by Xuvea the giant acid ant at level 25 on the 7th Loss 122nd year of Ascendancy at 10:33 Killed by Cyraldamira the orc cryomancer at level 25 on the 20th Loss 122nd year of Ascendancy at 06:05 Killed by luminous horror at level 26 on the 12nd Shortage 122nd year of Ascendancy at 00:16 Killed by searing horror at level 26 on the 12nd Shortage 122nd year of Ascendancy at 02:22 Killed by searing horror at level 26 on the 12nd Shortage 122nd year of Ascendancy at 03:16 Killed by searing horror at level 26 on the 12nd Shortage 122nd year of Ascendancy at 04:45 Killed by ghoulking at level 26 on the 12nd Shortage 122nd year of Ascendancy at 06:23 Killed by ritch flamespitter at level 27 on the 13rd Shortage 122nd year of Ascendancy at 12:45 |
Primary Stats
Strength | 123 (base 60) |
Dexterity | 59 (base 57) |
Constitution | 69 (base 60) |
Magic | 13 (base 10) |
Willpower | 16 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 1226/1226 |
Mana | 144/144 |
Stamina | 176/176 |
Positive | 117/117 |
Healing Factor | 1.3427219866911 |
Regeneration | 16.155230018358 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 8 |
See Stealth | 32.989687335918 |
See Invisible | 32.989687335918 |
Offense: Mainhand
Damage | 172 |
Accuracy | 76 |
Crit Chance | 45% |
APR | 32 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 18 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Lightning | +3% |
Light | +16% |
Darkness | +3% |
Blight | +5% |
Physical | +14% |
Cold | +24% |
All | 0% |
Offense: Damage Penetration
Darkness | +36% |
Nature | +21% |
Mind | +26% |
Arcane | +21% |
Cold | +31% |
All | +11% |
Defense: Base
Armour (hardiness) | 117.8314915601 (100%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 75 |
Spell Save | 55 |
Mental Save | 6 |
Defense: Resistances
Acid | + 28%( 70%) |
Arcane | 0%( 40%) |
Cold | + 67%( 80%) |
All | + 16%( 70%) |
Darkness | + 48%( 80%) |
Light | + 44%( 70%) |
Physical | + 17%( 70%) |
Mind | + 19%( 70%) |
Lightning | + 39%( 80%) |
Fire | + 40%( 80%) |
Nature | + 48%( 80%) |
Defense: Immunities
Stun Resistance | 53% |
Bleed Resistance | 70% |
Confusion Resistance | 60% |
Teleport Resistance | 10% |
Disarm Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 53% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Generic Talents
Race / Dwarf | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Stone alchemy | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 1/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
talent | Premonition |
talent | Precise Strikes |
talent | Chant of Resistance |
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. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You failed to protect the lone alchemist from death by fiery orc wyrmic. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by shadow. Escort: repented thief (level 6 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | active |
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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed vial of elder vampire blood. * You've found the needed minotaur nose. | active |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
On feet | Kador the Demonspawn (0 def, 4 armour) Kador the Demonspawn (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +25% darkness Melee Ret 8 cold On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +4 Fatigue +3% Resists +5% arcane ---------- misc Stam/turn +0.60 Max.stam +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | dwarven-steel helm 'Emelurin' (0 def, 10 armour) dwarven-steel helm 'Emelurin' (0 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex dps ---------- Crit.mult +15.00% Melee Ret 4 physical ----- def ----- Armour +10 Fatigue +4% Phys.save +16 (+4 eff.) Spell.save +6 (+2 eff.) Confus- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Isuta (5 def, 2 armour) Isuta (5 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +6% physical Acc +7 (+2 eff.) ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +3% Crit.chn- 5.00% Phys.save +8 (+2 eff.) Mind.save +5 (+5 eff.) Disarm- +25% ---------- misc Hate/m.crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | Durafast Durafast0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Resists +6% acid +1% physical Cut- +20% Teleport- +10% Rings make your fingers look great! |
On fingers | Glory of the Pride Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+10 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Around neck | Starrip the steel amulet Starrip the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +18% acid Res.pen +10% arcane Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce armor by 20% ----- def ----- Resists +5% arcane Heal.mod +12% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 165 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Blackwarden the voratun waraxe (41-57 power, 6 apr) Blackwarden the voratun waraxe (41-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +4 darkness +4 cold On Hit: * Create an explosion dealing 24 cold damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Dmg.mod +3% darkness +24% cold Res.pen +20% cold +15% mind +11% all Acc +11 (+3 eff.) Apr +11 Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Resists +9% cold One-handed war axes. |
Around waist | Oloderegolar the Cracklesnake Oloderegolar the Cracklesnake1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +3% lightning Res.pen +10% nature ----- def ----- Armour +2 Resists +6% cold +3% mind +3% light Phys.save +8 (+2 eff.) HP.reg +4.00 A belt that goes around your waist. |
In off hand | warded voratun shield of resistance (0 def, 10 armour, 67-81 power, 196 block) warded voratun shield of resistance (0 def, 10 armour, 67-81 power, 196 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Nature When used to Attack: Power 67.5 - 81.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +196 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +6% acid +6% fire +5% lightning +5% cold ---------- misc Wards +5 lightning +3 temporal +4 darkness +3 fire +5 nature +4 blight +3 cold +4 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
Cloak | Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Main armor | Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
movement infusion of the warrior (speed 769%; cd 12) movement infusion of the warrior (speed 769%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 769% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; physical; dur 2; cd 10) wild infusion (res 16%; physical; dur 2; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 19%; mental; dur 2; cd 13) wild infusion of the psychic (res 19%; mental; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 2 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 nature talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 173; cd 19) shatter afflictions rune of the warrior (absorb 173; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 173 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
clarifying copper amulet clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
warrior's copper amulet of dexterity (+3) warrior's copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
mindweaver's steel amulet of dexterity (+4) mindweaver's steel amulet of dexterity (+4)0.1 T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Dex +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +7 (+7 eff.) Confus- +11% Amulets make your neck look great! |
gold amulet 'Boltrace' gold amulet 'Boltrace'0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +6% acid +12% temporal +9% darkness +12% blight Spell.save +15 (+5 eff.) ---------- misc Masteries +0.28 Cunning/Dirty fighting Amulets make your neck look great! |
marksman's copper ring marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
conjurer's steel ring conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +7 (+4 eff.) Rings make your fingers look great! |
mule's steel ring mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Rings make your fingers look great! |
rogue's steel ring of sensing rogue's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Blind- +22% ---------- misc Infravis +4 See.Stealth +8 See.Invis +7 Rings make your fingers look great! |
gold ring of misery gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 5 physical Ranged+ 9 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 16 On Hit (Ranged): * 13% chance to reduce all saves and defense by 16 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 161% weapon damage. If the attack hits, the target will bleed for 305% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
savior's gold ring of sensing savior's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +6 (+6 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
savage's voratun ring of life savage's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Con ----- def ----- Spell.save +12 (+4 eff.) Max.HP +82.00 HP.reg +7.00 Heal.mod +15% ---------- misc Max.stam +18.00 Rings make your fingers look great! |
Drake's Bane (45-67 power, 21 apr) Drake's Bane (45-67 power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+2 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Stormfront (30-45 power, 15 apr) Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Eksatin's Ultimatum (63-94 power, 25 apr) Eksatin's Ultimatum (63-94 power, 25 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 63.0 - 94.5 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 196.23 fire damage, and flames will be left dealing a further 45.80 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Colaryem (48-76 power, 12 apr) Colaryem (48-76 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Koredodur the Radiancestoker (16-22 power, 2 apr) Koredodur the Radiancestoker (16-22 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +12 light While equipped: dps ---------- Spell.crit +1% Spell.pwr +10 (+6 eff.) ----- def ----- Resists +5% arcane +3% light ---------- misc Max.mana +20.00 Sharp, long, and deadly. |
Blood-Edge (46-64 power, 7 apr) Blood-Edge (46-64 power, 7 apr)3.0 T5 longsword 1H weapon Reqs Mag 20 [Unique] Arcane Power 46.0 - 64.4 Physical Uses 10% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+11 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 5.2 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Brenadrachik the Shinestun (29-40 power, 4 apr) Brenadrachik the Shinestun (29-40 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +20% light +20% arcane Acc +9 (+2 eff.) ----- def ----- Armour +12 Defense +11 (+5 eff.) Resists +9% acid +3% physical +6% mind Phys.save +3 (+1 eff.) Disarm- +37% Blunt and deadly. |
Sulfurjam the dwarven-steel mace (26-37 power, 4 apr) Sulfurjam the dwarven-steel mace (26-37 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Psionic Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 mind On Hit: * 16% chance to reduce all saves and defense by 16 While equipped: Stats +4 Cun +1 Wil dps ---------- Dmg.mod +9% acid +9% nature Melee Ret 4 nature 8 darkness On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Resists +3% nature +6% darkness Blunt and deadly. |
Mayorin the Scorchmaim (11-15 power, 7 apr) Mayorin the Scorchmaim (11-15 power, 7 apr)3.0 T1 waraxe 1H weapon [Rare] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +3.5% Atk.spd 100% Phasing +11% On Hit.r1 +4 fire While equipped: dps ---------- Dmg.mod +3% fire Res.pen +15% mind ----- def ----- Resists +6% fire One-handed war axes. |
Furnacestreaker (15-21 power, 3 apr) Furnacestreaker (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 blight +8 arcane On Crit.r2 +8 fire While equipped: Stats +3 Str +6 Dex +5 Mag +5 Wil +4 Cun +5 Con dps ---------- Spell.pwr +10 (+6 eff.) ----- def ----- Resists +12% fire ---------- misc Mana/turn +0.08 One-handed war axes. |
Harechik the Snowsun (26-36 power, 4 apr) Harechik the Snowsun (26-36 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 cold On Hit.r1 +20 cold On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +9% cold One-handed war axes. |
Areletha the Bileblast (32-45 power, 5 apr) Areletha the Bileblast (32-45 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Psionic Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +16 arcane +20 temporal On Hit: * 20% chance to slow global speed by 41% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +15% nature +6% temporal On Hit (Melee): * 20% chance to slow global speed by 41% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% One-handed war axes. |
Eclipsefurnace the voratun waraxe (40-56 power, 6 apr) Eclipsefurnace the voratun waraxe (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Master Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 16 * 20% chance to reduce damage dealt by 14% While equipped: dps ---------- Spell.pwr +10 (+6 eff.) Dmg.mod +24% blight Res.pen +15% physical Acc +23 (+5 eff.) Apr +15 ----- def ----- Resists +6% mind Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 One-handed war axes. |
blazebringer's voratun waraxe of rage (40-56 power, 6 apr) blazebringer's voratun waraxe of rage (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +34 fire While equipped: Stats +6 Str dps ---------- All.spd +6% Dmg.mod +10% physical Res.pen +6% fire Acc +9 (+2 eff.) One-handed war axes. |
chilling iron dagger (10-13 power, 5 apr) chilling iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 cold Sharp, short and deadly. |
Moon (10-13 power, 0 apr) Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon Reqs Cun 24 [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
nature's mossy mindstar (2-2 power, 12 apr, nature damage) nature's mossy mindstar (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Disease- +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Blazestone the cured leather sling Blazestone the cured leather sling4.0 T2 sling 1H weapon [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +12 light While equipped: Stats +2 Wil +3 Con dps ---------- S.pwr/crit +4 Dmg.mod +24% blight ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Light +3 Masteries +0.20 Wild-gift/Fungus Regenerate 102 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
Wrathroot's Barkwood (9 def, 10 armour, 26-36 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 26-36 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 26.0 - 36.4 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Fire Dragon Shield (16 def, 9 armour, 58-69 power, 220 block) Fire Dragon Shield (16 def, 9 armour, 58-69 power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+7 eff.) Rng.Def +15 (+7 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Vorydanne (0 def, 8 armour, 47-56 power, 132.5 block) Vorydanne (0 def, 8 armour, 47-56 power, 132.5 block)7.0 T4 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 47.0 - 56.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +132 While equipped: Stats +9 Str +11 Dex +11 Cun dps ---------- Mind.crit +3% Acc +20 (+5 eff.) ----- def ----- Armour +8 Fatigue +8% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/ret +0.20 Max.psi +30.00 Talents +1 Block Handheld deflection devices. |
Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 26.41 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
voratun mail armour 'Camekalthobers' (5 def, 10 armour) voratun mail armour 'Camekalthobers' (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Disrupt/Master/Psionic While equipped: Stats +7 Str +6 Con ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +19% blight +12% lightning +9% mind +17% nature D.Red.from +12% Unnatural Mind.save +20 (+17 eff.) Die.at -60.00 life Max.HP +121.00 Teleport- +20% A suit of armour made of mail. |
nightruned rough leather belt of transcendence nightruned rough leather belt of transcendence1.0 T1 belt armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +5% light +6% darkness Phys.save +5 (+1 eff.) A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Blastbright the hardened leather belt Blastbright the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +8 Cun dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Tempestrebel Tempestrebel1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +12% mind Res.pen +15% lightning Melee Ret 4 mind ----- def ----- Resists +9% mind +3% lightning Spell.save +8 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
hardened leather belt 'Arthuhor' hardened leather belt 'Arthuhor'1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +2 Mag +4 Cun dps ---------- Phys.crit +9.0% Spell.crit +8% Mind.crit +7% Dmg.mod +6% blight ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +80.00 A belt that goes around your waist. |
drakeskin leather belt 'Yvotha' drakeskin leather belt 'Yvotha'1.0 T5 belt armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind ----- def ----- Resists +12% acid +15% temporal +15% lightning +9% nature +12% mind Mind.save +15 (+14 eff.) A belt that goes around your waist. |
murderer's linen cloak (1 def, 0 armour) murderer's linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick kruk cloak of Eldoral (0 def, 5 armour) thick kruk cloak of Eldoral (0 def, 5 armour)2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Armour +5 Resists +11% cold A stylish kruk-style cloak, to look awesome. |
Frozenblack (2 def, 0 armour) Frozenblack (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% arcane +6% cold Res.pen +25% cold Melee Ret 10 arcane 6 nature ----- def ----- Defense +2 (+1 eff.) Spell.save +11 (+3 eff.) Mind.save +11 (+11 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isulramina the cashmere cloak (2 def, 0 armour) Isulramina the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Wil dps ---------- S.pwr/crit +4 Dmg.mod +13% darkness Res.pen +8% darkness +15% arcane ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness Stealth +8 ---------- misc Mana/turn +0.16 Max.mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lavabone the cashmere cloak (10 def, 0 armour) Lavabone the cashmere cloak (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Spell.crit +2% Res.pen +5% fire Melee Ret 8 darkness ----- def ----- Defense +10 (+5 eff.) Resists +15% fire Phys.save +8 (+2 eff.) ---------- misc Max.vim +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerysetta the Ebonyfist (0 def, 1 armour) Xerysetta the Ebonyfist (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% light Melee Ret 2 darkness ----- def ----- Armour +1 Resists +9% darkness ---------- misc Stam/turn +0.50 Max.stam +13.00 Infravis +2 A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
Poruletha (0 def, 4 armour) Poruletha (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Mag +3 Cun +5 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Dmg.mod +6% blight Res.pen +8% physical Melee Ret 2 arcane ----- def ----- Armour +4 Fatigue +3% Resists +5% arcane Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+2 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
voratun gauntlets 'Dazzletooth' (0 def, 3 armour) voratun gauntlets 'Dazzletooth' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Str +3 Dex dps ---------- Melee+ 12 blight Dmg.mod +6% blight +9% light +15% acid Acc +30 (+7 eff.) Apr +2 ----- def ----- Armour +3 Fatigue +5% Resists +5% blight ---------- misc Max.stam +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
werebeast's drakeskin leather cap of the depths (0 def, 5 armour) werebeast's drakeskin leather cap of the depths (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature While equipped: Stats +5 Str +4 Dex +6 Cun +1 Con ----- def ----- Armour +5 Fatigue +5% Resists +14% cold ---------- misc Breathe water A cap made of leather. |
Sunvice the iron helm (0 def, 3 armour) Sunvice the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +4 Cun +1 Con dps ---------- Dmg.mod +3% fire Melee Ret 4 fire ----- def ----- Armour +3 Fatigue +5% Resists +9% fire +6% nature +6% mind Spell.save +4 (+1 eff.) Max.HP +45.00 Heal.mod +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+2 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+4 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+6 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+8 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+8 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 bloodstone 2 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+10 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+10 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Goedalath Rock Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-18 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+9 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
125 alchemist agate 125 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Saluwen the alchemist's lamp Saluwen the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Acc +15 (+4 eff.) ----- def ----- Die.at -80.00 life Heal.mod +20% Silence- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Zubebrelenne the alchemist's lamp Zubebrelenne the alchemist's lamp1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +5% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +10% light +1% physical Affinity +5% darkness Mind.save +9 (+9 eff.) Confus- +10% ---------- misc Mana/turn +0.04 Max.mana +100.00 Light +4 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 70.82 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Smolderrebel' (dig speed 22 turns) dwarven-steel pickaxe 'Smolderrebel' (dig speed 22 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% Res.pen +15% fire ----- def ----- Resists +9% lightning +12% temporal +5% arcane +9% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Pitchhack of the Blightspawn [power 2] (25 cooldown) Pitchhack of the Blightspawn [power 2] (25 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: Stats +3 Mag dps ---------- Res.pen +10% blight On Melee Ret: * 26% chance to reduce strength, dexterity, and constitution by 11 * 25% chance to reduce damage dealt by 14% ---------- misc Mana/s.crit +2.00 Vim/s.crit +1.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage by 12% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Persistent Will Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
extending ash totem of summon tentacle [power 150] (25 cooldown) extending ash totem of summon tentacle [power 150] (25 cooldown)2.0 T2 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 322 Base Damage: 162 Armor: 8 All Resist: 8 Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
yew totem of summon tentacle 'Elevena' [power 235] (25 cooldown) yew totem of summon tentacle 'Elevena' [power 235] (25 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +1 Wil dps ---------- Spell.crit +1% S.pwr/crit +8 ----- def ----- Spell.save +6 (+2 eff.) Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 518 Base Damage: 243 Armor: 14 All Resist: 6 Puts all charms on 25 cooldown 100% to reduce fatigue by 29% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of conjuration [power 100] (15 cooldown) elm wand of conjuration [power 100] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 103 lightning damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of lightning storm [power 116] (15 cooldown) elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (119 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Voretha [power 14] (15 cooldown) Voretha [power 14] (15 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +1 Wil dps ---------- Spell.pwr +5 (+3 eff.) Res.pen +5% arcane ----- def ----- Resists +9% light Blind- +20% ---------- misc Mana/turn +0.08 Reveal the area around you, dispelling darkness (radius 14, power 42 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to heal for 51. 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Jaingnys the Dwarf Bulwark level 22
11st Wealth 122nd year of Ascendancy at 22:39 see stats
By Jaingnys the Dwarf Bulwark level 21
9th Wealth 122nd year of Ascendancy at 10:00 see stats
By Jaingnys the Dwarf Bulwark level 13
22nd Profit 122nd year of Ascendancy at 15:09 see stats
By Jaingnys the Dwarf Bulwark level 24
6th Loss 122nd year of Ascendancy at 04:09 see stats
By Jaingnys the Dwarf Bulwark level 9
29th Voratun 122nd year of Ascendancy at 03:11 see stats
By Jaingnys the Dwarf Bulwark level 23
44th Dearth 122nd year of Ascendancy at 23:41 see stats
By Jaingnys the Dwarf Bulwark level 22
44th Dearth 122nd year of Ascendancy at 07:29 see stats
By Jaingnys the Dwarf Bulwark level 25
20th Loss 122nd year of Ascendancy at 05:55 see stats
By Jaingnys the Dwarf Bulwark level 10
8th Profit 122nd year of Ascendancy at 10:47 see stats
By Jaingnys the Dwarf Bulwark level 20
9th Wealth 122nd year of Ascendancy at 01:41 see stats
By Jaingnys the Dwarf Bulwark level 30
29th Shortage 122nd year of Ascendancy at 06:30 see stats
By Jaingnys the Dwarf Bulwark level 29
14th Shortage 122nd year of Ascendancy at 23:44 see stats
By Jaingnys the Dwarf Bulwark level 22
44th Dearth 122nd year of Ascendancy at 02:39 see stats
By Jaingnys the Dwarf Bulwark level 24
45th Dearth 122nd year of Ascendancy at 05:06 see stats
By Jaingnys the Dwarf Bulwark level 5
17th Voratun 122nd year of Ascendancy at 07:40 see stats
By Jaingnys the Dwarf Bulwark level 24
7th Loss 122nd year of Ascendancy at 01:35 see stats
By Jaingnys the Dwarf Bulwark level 10
8th Profit 122nd year of Ascendancy at 22:10 see stats
By Jaingnys the Dwarf Bulwark level 20
9th Wealth 122nd year of Ascendancy at 05:33 see stats
Log
Today is the 2nd Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:31.
There is a Entrance to Rak'shor Pride bastion here (press '' or right click to use).