
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This 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. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Items Vault 1.7.0Donators/Buyers bonus! Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and 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 Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Better Item Description 1.7.2This 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 Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. 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. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Arcane Blade |
| Level / Exp | 50 / 1316% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinymithra the skeleton warrior at level 32 on the 1st Wintertide 123rd year of Ascendancy at 14:39 0 / 9Killed by Elaratira the orc archer at level 36 on the 16th Regrowth 123rd year of Ascendancy at 23:07 Killed by Poruritha the patchwork troll at level 37 on the 17th Regrowth 123rd year of Ascendancy at 02:26 Killed by Zubonn the orc pyromancer at level 39 on the 26th Regrowth 123rd year of Ascendancy at 10:08 Killed by dread at level 43 on the 28th Pyre 123rd year of Ascendancy at 19:28 Killed by Ivudamina the skeleton warrior at level 45 on the 63rd Pyre 123rd year of Ascendancy at 03:49 Killed by Argoniel at level 50 on the 3rd Haze 123rd year of Ascendancy at 07:55 Killed by Elandar at level 50 on the 3rd Haze 123rd year of Ascendancy at 09:33 Killed by multi-hued drake at level 50 on the 3rd Haze 123rd year of Ascendancy at 09:37 |
Primary Stats
| Strength | 119 (base 60) |
| Dexterity | 93 (base 33) |
| Constitution | 37 (base 10) |
| Magic | 156 (base 66) |
| Willpower | 56 (base 8) |
| Cunning | 119 (base 60) |
Resources
| Life | -60/1466 |
| Mana | 654/684 |
| Stamina | 392/392 |
| Healing Factor | 1.2041015905905 |
| Regeneration | 6.3215333506001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 20 |
| Infravision | 6 |
| See Stealth | 113.09323641641 |
| See Invisible | 110.09323641641 |
Offense: Mainhand
| Damage | 371 |
| Accuracy | 65 |
| Crit Chance | 51% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 98 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +18% |
| Physical | +16% |
| Cold | +3% |
| All | 0% |
| Lightning | +77% |
| Light | +39% |
| Mind | +29% |
| Darkness | +17% |
| Nature | +12% |
Offense: Damage Penetration
| Lightning | +60% |
| Darkness | +20% |
| Temporal | +20% |
| Cold | +25% |
| Fire | +20% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (53.292302510663%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 49 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Blight | + 39%( 70%) |
| Arcane | + 35%( 70%) |
| Cold | + 58%( 70%) |
| All | + 28%( 70%) |
| Physical | + 58%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 58%( 70%) |
| Temporal | + 58%( 70%) |
| Mind | + 55%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 60%( 70%) |
Defense: Immunities
| Stun Resistance | 42% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 44% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 880 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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 222 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 Magic stat. |
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1943% for 10 turns (0 total) and instantly restoring 97 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 702 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Stone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by fiery orc wyrmic. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | 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 talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Salulrana the patchwork troll. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved Magic by +5. | 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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. * The fortress shadow has asked that you come back as soon as possible. * 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: 3487. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found out that because the ritual was constructed to make you appear as human, it failed to bind you to the Necromancer. | 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 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 | Chillbraze (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane While equipped: Stats +4 Mag +4 Wil +1 Cun dps ---------- Mind.crit +1% Mind.pwr +20 (+5 eff.) Dmg.mod +3% cold Res.pen +20% temporal +20% darkness +15% mind ----- def ----- Armour +5 Fatigue +4% Resists +28% darkness +27% temporal Mind.save +3 (+1 eff.) Silence- +50% Confus- +37% Stun/Frz- +42% Def/telep +24 Res/telep +20% Dur/telep +26% ---------- misc Equi/ret +0.08 Max.hate +10.00 Blink to a nearby random location (rad 15) Puts all charms on 19 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dwarven lantern 'Growthgrit'0.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Mag dps ---------- Spell.pwr +25 (+5 eff.) Dmg.mod +18% blight +15% light +6% nature ----- def ----- Resists +15% darkness +9% nature Affinity +5% light Mind.save +13 (+3 eff.) Blind- +44% Confus- +30% ---------- misc Max.mana +60.00 Light +16 See.Stealth +46 See.Invis +43 Sun Flare: Puts all charms on 22 cooldown Level 4.5 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 404.80 light damage. At talent level 3 you gain 55% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Duvuran the Thunderkill (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +9 Cun +10 Wil dps ---------- Mind.crit +13% Mind.pwr +9 (+3 eff.) Dmg.mod +6% lightning +16% physical +17% darkness +18% light Res.pen +5% cold Melee Ret 10 lightning 8 cold ----- def ----- Defense +3 (+1 eff.) Resists +6% lightning +20% physical +20% darkness +27% light Mind.save +26 (+7 eff.) ---------- misc Max.hate +15.00 Hateful Whisper: Puts all charms on 11 cooldown Level 5.5 Pwr.cost 11 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 289 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| Tool | The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | Frostgrinder the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Dex +8 Mag +18 Wil +10 Cun dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +21% lightning +19% mind +6% light Res.pen +10% lightning +20% cold Acc +15 (+4 eff.) ----- def ----- Resists +19% mind +6% cold Mind.save +20 (+5 eff.) ---------- misc Light +3 Rings make your fingers look great! |
| 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 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around waist | 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 (+5 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. |
| In main hand | Warmaster Gnarg's Murderblade (172% power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) 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. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
| Cloak | Smearmalice (2 def, 10 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +20% lightning +20% fire ----- def ----- Armour +10 Defense +2 (+1 eff.) Resists +6% lightning +6% fire +20% nature +21% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Arilaith the Lightningreign0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Phys.pwr +15 (+2 eff.) Res.pen +15% lightning ----- def ----- Resists +12% lightning +11% physical +18% mind Phys.save +13 (+4 eff.) Max.HP +58.00 HP.reg +5.00 Confus- +30% ---------- misc Stam/turn +1.00 Max.stam +30.00 Amulets make your neck look great! |
Inventory
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..." |
Rune of the Rift (374.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 374.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the warrior (regen 1899% over 10 turns; mana 95; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1899% for 10 turns (0 total) and instantly restoring 95 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 425; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 425 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 570; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 570 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 545; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 545 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Beohek the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +2 Mag +8 Wil dps ---------- Dmg.mod +9% acid ----- def ----- Resists +12% mind Confus- +24% ---------- misc See.Invis +12 Amulets make your neck look great! |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 44 power out of 60/60 The evilness of undeath radiates from this amulet. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
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 (+6 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 7.2 Pwr.cost 8 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 780.86 physical damage in a radius 9 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. |
Nerikira0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +3% lightning Spell.save +6 (+2 eff.) Die.at -60.00 life Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 26 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (198). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Xidheth the Umbrafury0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Str +3 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +7% acid +3% darkness +4% fire +6% lightning +12% cold Res.pen +15% darkness ----- def ----- Resists +3% physical ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
copper amulet 'Hanefang'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% arcane Phasing +30% Melee Ret 6 physical ----- def ----- Resists +6% lightning +12% cold +12% mind Phys.save +15 (+5 eff.) Confus- +23% Amulets make your neck look great! |
voratun amulet 'Haloran'0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Wil +13 Mag dps ---------- Crit.mult +19.00% Spell.pwr +35 (+6 eff.) S.pwr/crit +6 Dmg.mod +21% blight +15% fire ---------- misc Mana/turn +0.60 Mana/s.crit +2.00 Max.mana +140.00 Masteries +0.37 Technique/Shield offense +0.37 Spell/Fire Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Blizzardwrither the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Crit.mult +20.00% Melee Ret 2 cold ----- def ----- Mind.save +6 (+2 eff.) Confus- +23% ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
Chargewarden0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Dmg.mod +9% lightning Melee Ret 4 lightning ----- def ----- Resists +6% cold Mind.save +9 (+2 eff.) Confus- +31% ---------- misc Equi/ret +0.12 Psi/ret +0.04 Max.hate +8.00 Rings make your fingers look great! |
Getekan0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +3 Mag +9 Con dps ---------- Crit.mult +5.00% Spell.pwr +5 (+1 eff.) Res.pen +15% mind ----- def ----- Armour +18 Resists +30% nature +29% blight Phys.save +18 (+6 eff.) Poison- +60% Disease- +60% ---------- misc Mana/s.crit +2.00 Max.mana +100.00 Max.psi +30.00 Rings make your fingers look great! |
Glacierwinnow the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning +12% cold Res.pen +25% cold On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Resists +30% cold Mind.save +7 (+2 eff.) Confus- +31% Rings make your fingers look great! |
Hazerigor the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% fire Res.pen +15% cold ----- def ----- Resists +6% cold +3% fire Mind.save +4 (+1 eff.) Rings make your fingers look great! |
Lelulesta0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +2 Dex +1 Con dps ---------- Dmg.mod +9% physical Acc +4 (+1 eff.) Melee Ret 2 physical On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Resists +6% temporal Phys.save +3 (+1 eff.) Rings make your fingers look great! |
Polaradatira the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Dmg.mod +12% lightning Res.pen +5% physical ----- def ----- Defense +10 (+3 eff.) Resists +24% lightning Rings make your fingers look great! |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+4 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 5.5 Pwr.cost 5 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 293.77 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Xanuvena the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag +4 Wil +5 Con dps ---------- Phys.pwr +14 (+2 eff.) Spell.pwr +14 (+3 eff.) Mind.pwr +7 (+2 eff.) Res.pen +5% temporal ----- def ----- Poison- +10% Disarm- +20% Pinning- +10% Rings make your fingers look great! |
voratun ring 'Adyda'0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Cun +9 Dex dps ---------- Dmg.mod +15% fire Acc +14 (+4 eff.) ----- def ----- Resists +6% temporal +6% light +15% cold +6% blight +30% fire +5% arcane +3% darkness Max.HP +45.00 Disarm- +50% Pinning- +30% Knockbk- +48% Rings make your fingers look great! |
warrior's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Str dps ---------- Acc +7 (+2 eff.) Apr +9 ----- def ----- Armour +4 Defense +9 (+3 eff.) Disengage: Puts all charms on 8 cooldown Level 4.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Crude Iron Battle Axe of Kroll (180% power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 180% Range: 1.5x Uses 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Drake's Bane (156% power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical 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 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Korarig the voratun battleaxe (169% power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 169% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +7 cold +16 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +3 Cun +1 Dex dps ---------- Phys.crit +19.0% Crit.mult +40.00% Apr +17 Melee Ret 2 temporal ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +1 Massive two-handed battleaxes. |
truestriking voratun battleaxe of torment (166% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Master/Psionic Power 167% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +17% physical Acc +35 (+9 eff.) Apr +20 Massive two-handed battleaxes. |
Astelrid's Clubstaff (156% power, 4 apr)5.0 T3 greatmaul 2H weapon [Unique] Arcane Power 156% Range: 1.5x Uses 90% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% nature ----- def ----- Heal.mod +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
Koratodur the Duskjustice (184% power, 14 apr)5.0 T5 greatmaul 2H weapon [Rare] Arcane Power 184% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +14 Crit +3.0% Atk.spd 100% Melee+ +42 cold While equipped: Stats +9 Str +6 Dex +6 Con dps ---------- Acc +40 (+10 eff.) On Hit (Melee): * 27% chance to reduce all saves and defense by 34 ----- def ----- Defense +30 (+8 eff.) Resists +21% darkness Massive two-handed mauls. |
Poltergeist's Voratun Hammer of the Deep Bellow (193% power, 7 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 193% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical ----- def ----- Stun/Frz- +60% The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
Tirakai's Maul (139% power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 60% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 8 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Blazeweeper the voratun greatsword (178% power, 5 apr)3.0 T5 greatsword 2H weapon [Random Unique] Master Power 178% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +9 Dex dps ---------- Phys.crit +21.0% Phys.pwr +10 (+1 eff.) Phys.spd +10% Res.pen +5% lightning Acc +52 (+13 eff.) ----- def ----- Defense +21 (+6 eff.) Resists +4% physical Disarm- +66% ---------- misc Max.hate +4.00 Massive two-handed swords. |
Borosk's Hate (172% power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Colaryem (159% power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 50% Mag, 130% Str Dmg Physical 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. |
Genocide (152% power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) 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. |
Latafayn (180% power, 5 apr)3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 180% Range: 1.6x Uses 50% Mag, 125% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 8 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
iron greatsword (113% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 113% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Storm Fury4.0 T5 longbow 2H weapon [Unique] Arcane Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+6 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+8 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 196 to 392 lightning damage based on Magic 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. |
Nithan's Force4.0 T5 sling 1H weapon [Unique] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 7.2 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 243% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Bolbum's Big Knocker (176% power, 10 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 176% Range: 1.2x Uses 190% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+3 eff.) Dmg.mod +20% physical Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 3.5 Pwr.cost 7 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 99% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Poltergeist's Hydra's Bite (168% power, 7 apr)3.0 T4 whip 2H weapon [Unique] Nature/Master Power 168% Range: 1.1x Uses 90% Str, 50% Mag, 40% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +14.0% Atk.spd 125% On Hit: 10% Lightning Breath 3 On Hit: 10% Poison Breath 3 On Hit: 10% Acid Breath 3 On Hit: * hit up to two adjacent enemies While equipped: dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +12% acid +12% lightning +12% nature +8% all This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Bleakrebel the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +32 (+6 eff.) Melee Ret 4 darkness ----- def ----- Fatigue -10% Spell.save +9 (+3 eff.) Mind.save +12 (+3 eff.) Anom.red +18 Max.HP +130.00 ---------- misc Max.enc +41 Vim/s.crit +2.00 Max.mana +69.00 Max.stam +60.00 Max.hate +18.00 Max.psi +30.00 Max.vim +29.00 Max.P.En +32.00 Max.N.En +40.00 A belt that goes around your waist. |
Charwarden1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +13.0% Mind.crit +15% Dmg.mod +6% fire Res.pen +26% blight +20% fire Melee Ret 4 blight 4 fire ----- def ----- Resists +9% acid +23% fire +10% lightning +25% cold A belt that goes around your waist. |
Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 7.2 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 68 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
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. |
Glirin1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Defense +9 (+3 eff.) Resists +3% nature Stealth +6 ---------- misc Infravis +1 A belt that goes around your waist. |
Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
drakeskin leather belt 'Sunjustice'1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +9 (+1 eff.) Dmg.mod +9% lightning +9% light ----- def ----- Resists +12% lightning +9% darkness +12% light Spell.save +14 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
reinforced drakeskin leather belt of the vagrant1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +6 Con dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +15 Defense +12 (+3 eff.) Phys.save +25 (+8 eff.) Mind.save +15 (+4 eff.) A belt that goes around your waist. |
rough leather belt 'Xanavea'1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Dex +3 Mag +5 Cun +5 Lck dps ---------- Melee Ret 2 arcane ----- def ----- Stealth +6 ---------- misc T.Disarm +5 Light +3 Infravis +4 A belt that goes around your waist. |
Lisuriba the Shadenaught (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature While equipped: Stats +4 Mag dps ---------- S.pwr/crit +6 Res.pen +20% darkness Acc +33 (+9 eff.) Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Defense +3 (+1 eff.) Fatigue -10% Phys.save +12 (+4 eff.) Mind.save +11 (+3 eff.) Die.at -50.00 life Max.HP +128.00 ---------- misc Max.stam +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiance (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+4 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
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 37 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. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 4.5 Pwr.cost 37 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 49 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
cashmere cloak 'Kindlepulverizer' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Wil +3 Con dps ---------- Dmg.mod +9% light Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Defense +2 (+1 eff.) Resists +6% mind Phys.save +5 (+2 eff.) Max.HP +68.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Swamppunish' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% light ----- def ----- Defense +7 (+2 eff.) Resists +3% darkness +6% nature 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. |
linen cloak of the hunter (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +15 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -5% Max.HP +42.00 ---------- misc Max.stam +14.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of the guardian (18 def, 10 armour)2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +6 Wil ----- def ----- Armour +10 Defense +18 (+5 eff.) Phys.save +24 (+8 eff.) Spell.save +39 (+13 eff.) Mind.save +21 (+5 eff.) ---------- misc Max.mana +67.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emith (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +31% acid +7% physical +6% mind +7% fire +6% arcane +9% cold Res.pen +5% mind +5% blight ----- def ----- Resists +46% acid +11% physical +10% cold +10% fire +9% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Halizilarin the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +2 Mag +20 Con dps ---------- Crit.mult +15.00% S.pwr/crit +8 Dmg.mod +53% nature +21% fire Res.pen +20% blight +10% mind ----- def ----- Resists +31% fire +15% all Poison- +99% Disease- +93% Def/telep +18 Res/telep +18% Dur/telep +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Chillspitter' (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +12 Mag +12 Wil dps ---------- Dmg.mod +12% darkness Res.pen +10% cold Melee Ret 2 cold ----- def ----- Resists +8% blight +3% cold +11% all Max.HP +67.00 HP.reg +2.00 Heal.mod +16% ---------- misc Mana/turn +0.33 Psi/turn +0.24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chamygorn the Flashmark (5 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Apr +2 ----- def ----- Armour +5 Defense +5 (+2 eff.) Fatigue +2% Resists +1% physical Die.at -20.00 life ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ereluthad the Shadepain (15 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+0 eff.) Dmg.mod +3% darkness Apr +4 Melee Ret 2 darkness ----- def ----- Armour +3 Defense +15 (+4 eff.) Fatigue +2% Resists +3% darkness Phys.save +3 (+1 eff.) Max.HP +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Galebearer (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Lck +7 Dex dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +5% lightning Apr +2 ----- def ----- Armour +3 Stealth +11 Die.at -80.00 life ---------- misc Max.hate +6.00 A pair of boots made of leather. |
Morningtrencher the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +10 Mag +4 Cun +5 Con dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +10% acid +3% fire +3% light +10% blight Res.pen +5% temporal Melee Ret 6 light On Hit (Melee): * 24% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue -6% Resists +15% cold +21% fire +6% temporal Phys.save +40 (+13 eff.) Mind.save +20 (+5 eff.) Disease- +50% ---------- misc Max.enc +50 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
miner's pair of rough leather boots of tirelessness (0 def, 2 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Stam/turn +0.40 Max.stam +10.00 Infravis +1 A pair of boots made of leather. |
pair of hardened leather boots 'Dazzleblast' (10 def, 8 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +9% physical Res.pen +10% physical ----- def ----- Armour +8 Defense +10 (+3 eff.) Resists +6% light +1% physical Silence- +31% Confus- +32% Stun/Frz- +25% ---------- misc Infravis +4 A pair of boots made of leather. |
pair of voratun boots 'Glitterbore' (0 def, 14 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +6 Wil +9 Cun dps ---------- Dmg.mod +18% light +9% blight Res.pen +25% blight ----- def ----- Armour +14 Fatigue +4% Resists +6% light Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +11 (+3 eff.) HP.reg +11.00 Heal.mod +16% ---------- misc Infravis +3 Disengage: Puts all charms on 11 cooldown Level 3.2 Pwr.cost 11 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 173% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +29% Confus- +26% Stun/Frz- +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +23% Stun/Frz- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Earthquake: Level 7.2 Pwr.cost 22 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 128.54 physical damage in a radius of 5 each turn for 9 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Vorathra (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +4 Wil dps ---------- Phys.crit +16.0% Spell.crit +14% Mind.crit +15% Crit.mult +12.00% Melee+ 9 acid 8 blight 8 fire 8 lightning 8 cold Dmg.mod +7% blight ----- def ----- Armour +3 Resists +18% blight +5% arcane Teleport- +10% ---------- misc Equi/ret +0.08 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Ravenhunter' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane While equipped: Stats +11 Mag +5 Wil +3 Cun dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 4 arcane 5 darkness Dmg.mod +6% arcane +5% darkness ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane +6% light +19% darkness Crit.dmg- 10.00% ---------- misc Light +1 Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 15 cooldown Level 2.5 Pwr.cost 15 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 174.84 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. |
iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% 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. |
storm dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Nature While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 6 lightning 9 arcane Dmg.mod +5% lightning +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +4% arcane 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. |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Malslek the Accursed's Hat (2 def, 0 armour)2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+2 eff.) Mind.pwr +15 (+4 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-2 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Nimbuswild (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +10 (+3 eff.) Res.pen +25% lightning ----- def ----- Armour +4 Fatigue +4% Resists +14% light +11% darkness ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 Max.psi +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Polarida (6 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +4% Resists +12% temporal +5% arcane +4% all Phys.save +8 (+3 eff.) Max.HP +80.00 Confus- +20% Teleport- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scaldsmasher (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.crit +6% Crit.mult +15.00% Spell.pwr +19 (+4 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +18% darkness Res.pen +15% mind ----- def ----- Defense +3 (+1 eff.) Resists +27% darkness +12% fire Mind.save +21 (+5 eff.) ---------- misc Mana/turn +3.40 Mana/ret +2.70 Max.mana +79.00 Manaflow: Puts all charms on 29 cooldown Level 3.5 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 24 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Aironslaught' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +16 Cun +13 Wil dps ---------- Mind.crit +8% Mind.pwr +6 (+2 eff.) Dmg.mod +6% lightning +18% blight +20% fire +20% nature +9% mind Res.pen +10% blight Melee Ret 10 mind ----- def ----- Defense +3 (+1 eff.) Resists +30% nature +30% fire Mind.save +28 (+7 eff.) Hateful Whisper: Puts all charms on 11 cooldown Level 5.5 Pwr.cost 11 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 289 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Lightwinter' (3 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +20% lightning Melee Ret 10 light ----- def ----- Defense +3 (+1 eff.) Resists +22% lightning +21% fire +5% arcane ---------- misc Light +3 A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Stokeriver' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Cun +9 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+3 eff.) Dmg.mod +13% acid +3% temporal +20% light +13% lightning +15% arcane +15% cold +18% mind +16% fire Melee Ret 10 mind 4 fire On Hit (Melee): * 24% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 34 ----- def ----- Defense +3 (+1 eff.) Resists +20% mind +30% light Phys.save +13 (+4 eff.) Mind.save +47 (+12 eff.) Def/telep +18 Res/telep +18% Dur/telep +18% ---------- misc Max.psi +31.00 Hateful Whisper: Puts all charms on 11 cooldown Level 4.5 Pwr.cost 11 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 263 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 32% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
hardened leather cap 'Hettemnir' (5 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Apr +6 ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +3% Resists +6% light +9% acid Max.HP +100.00 Heal.mod +20% Stun/Frz- +20% A cap made of leather. |
cleansing voratun plate armour of stability (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +20% blight +9% physical +20% nature Phys.save +25 (+8 eff.) A suit of armour made of metal plates. |
fortifying voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Master While equipped: Stats +7 Str +6 Con ----- def ----- Armour +16 Fatigue +22% Max.HP +93.00 A suit of armour made of metal plates. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2037 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
9 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. |
11 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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. |
Crackleknave (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +9% arcane +6% lightning Res.pen +5% blight ----- def ----- Spell.save +9 (+3 eff.) ---------- misc Mana/s.crit +2.00 Light +3 Infravis +6 See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dourtooth (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Crit.mult +5.00% ----- def ----- Fatigue -4% Resists +6% darkness +1% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+1 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 58 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 56.88 cold damage and 64.06 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 29 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Xeruleba2.0 T1 lite [Rare] Nature While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Res.pen +5% arcane ----- def ----- Max.HP +40.00 ---------- misc Mana/s.crit +2.00 Max.mana +40.00 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. |
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. |
dwarven lantern 'Sewerpiercer'0.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +8 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +9% lightning +9% mind Res.pen +10% lightning +15% nature +29% all Apr +30 Melee Ret 6 nature On Hit (Melee): * 24% chance to reduce all saves and defense by 34 ---------- misc Light +16 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 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. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
41 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
8 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. |
9 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. |
8 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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. |
pouch of voratun shots 'Stormfoe' (21/21, 166% power, 6 apr)3.0 T5 shot ammo [Rare] Master Power 167% Range: 1.2x Uses 50% Cun, 50% Mag, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +16 Apr +6 Crit +7.0% Capacity 21 Phasing +41% Ranged+ +27 lightning +27 darkness +27 blight On Hit.r1 +27 lightning +27 darkness Shots are used with slings to pummel your foes to death. |
Sootveil [power 1] (19 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% nature +3% darkness Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 28% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (19 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Hazewrest [power 560] (11 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +2 Str +4 Con dps ---------- Crit.mult +27.20% Phys.pwr +41 (+5 eff.) Res.pen +20% arcane Apr +7 ----- def ----- Resists +21% acid +24% cold Phys.save +12 (+4 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 198 lightning damage and will be dazed for 1 turn (991 total damage) Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of clairvoyance 'Chyhek' [power 9] (11 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +5 Dex dps ---------- Dmg.mod +3% mind +6% physical Res.pen +20% physical ----- def ----- Phys.save +3 (+1 eff.) ---------- misc Wards +3 mind +3 fire +3 light +3 darkness Talents +1 Ward Reveal the area around you, dispelling darkness (radius 9, power 102 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding [power 230] (15 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 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. |
13 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. |
8 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. |
9 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. |
9 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By T.G Cid the Skeleton Arcane Blade level 36
1st Regrowth 123rd year of Ascendancy at 06:18 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By T.G Cid the Skeleton Arcane Blade level 50
1st Dusk 123rd year of Ascendancy at 11:51 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By T.G Cid the Skeleton Arcane Blade level 35
9th Allure 123rd year of Ascendancy at 11:45 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By T.G Cid the Skeleton Arcane Blade level 43
33rd Pyre 123rd year of Ascendancy at 09:03 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By T.G Cid the Skeleton Arcane Blade level 50
49th Dusk 123rd year of Ascendancy at 03:42 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By T.G Cid the Skeleton Arcane Blade level 46
66th Pyre 123rd year of Ascendancy at 08:29 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By T.G Cid the Skeleton Arcane Blade level 39
23rd Regrowth 123rd year of Ascendancy at 02:49 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By T.G Cid the Skeleton Arcane Blade level 33
2nd Wintertide 123rd year of Ascendancy at 23:03 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By T.G Cid the Skeleton Arcane Blade level 10
3rd Flare 122nd year of Ascendancy at 15:24 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By T.G Cid the Skeleton Arcane Blade level 50
22nd Dusk 123rd year of Ascendancy at 12:44 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By T.G Cid the Skeleton Arcane Blade level 37
19th Regrowth 123rd year of Ascendancy at 04:42 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By T.G Cid the Skeleton Arcane Blade level 30
68th Haze 122nd year of Ascendancy at 19:11 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By T.G Cid the Skeleton Arcane Blade level 22
10th Haze 122nd year of Ascendancy at 19:54 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By T.G Cid the Skeleton Arcane Blade level 30
62nd Haze 122nd year of Ascendancy at 10:14 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By T.G Cid the Skeleton Arcane Blade level 32
10th Decay 122nd year of Ascendancy at 00:02 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By T.G Cid the Skeleton Arcane Blade level 50
1st Time of Equilibrium 123rd year of Ascendancy at 20:23 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By T.G Cid the Skeleton Arcane Blade level 50
22nd Dusk 123rd year of Ascendancy at 14:59 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By T.G Cid the Skeleton Arcane Blade level 26
35th Haze 122nd year of Ascendancy at 18:45 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By T.G Cid the Skeleton Arcane Blade level 50
62nd Dusk 123rd year of Ascendancy at 12:42 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By T.G Cid the Skeleton Arcane Blade level 10
3rd Flare 122nd year of Ascendancy at 15:23 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By T.G Cid the Skeleton Arcane Blade level 20
59th Dusk 122nd year of Ascendancy at 23:17 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By T.G Cid the Skeleton Arcane Blade level 30
57th Haze 122nd year of Ascendancy at 02:59 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By T.G Cid the Skeleton Arcane Blade level 40
27th Regrowth 123rd year of Ascendancy at 18:13 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By T.G Cid the Skeleton Arcane Blade level 50
10th Mirth 123rd year of Ascendancy at 13:10 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By T.G Cid the Skeleton Arcane Blade level 50
61st Dusk 123rd year of Ascendancy at 03:55 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By T.G Cid the Skeleton Arcane Blade level 50
46th Dusk 123rd year of Ascendancy at 05:59 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By T.G Cid the Skeleton Arcane Blade level 21
72nd Dusk 122nd year of Ascendancy at 05:59 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By T.G Cid the Skeleton Arcane Blade level 40
48th Regrowth 123rd year of Ascendancy at 17:04 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By T.G Cid the Skeleton Arcane Blade level 25
33rd Haze 122nd year of Ascendancy at 06:56 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By T.G Cid the Skeleton Arcane Blade level 38
19th Regrowth 123rd year of Ascendancy at 08:17 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By T.G Cid the Skeleton Arcane Blade level 9
10th Mirth 122nd year of Ascendancy at 04:37 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By T.G Cid the Skeleton Arcane Blade level 48
78th Pyre 123rd year of Ascendancy at 04:22 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By T.G Cid the Skeleton Arcane Blade level 22
12nd Haze 122nd year of Ascendancy at 07:04 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By T.G Cid the Skeleton Arcane Blade level 23
15th Haze 122nd year of Ascendancy at 06:14 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By T.G Cid the Skeleton Arcane Blade level 50
1st Summertide 123rd year of Ascendancy at 08:38 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By T.G Cid the Skeleton Arcane Blade level 10
10th Flare 122nd year of Ascendancy at 20:54 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By T.G Cid the Skeleton Arcane Blade level 40
56th Regrowth 123rd year of Ascendancy at 19:25 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By T.G Cid the Skeleton Arcane Blade level 21
71st Dusk 122nd year of Ascendancy at 21:12 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By T.G Cid the Skeleton Arcane Blade level 15
23rd Dusk 122nd year of Ascendancy at 13:11 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By T.G Cid the Skeleton Arcane Blade level 50
3rd Haze 123rd year of Ascendancy at 09:33 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By T.G Cid the Skeleton Arcane Blade level 35
9th Allure 123rd year of Ascendancy at 00:32 see stats
Log
Your shield crumbles under the damage!
The shield around T.G Cid crumbles.
Burning from Elandar hits T.G Cid for (161 absorbed), 145 fire (145 total damage).
Elandar casts Freeze.
T.G Cid is encased in ice!
LIFE LOST WARNING!
Elandar hits T.G Cid for 497 cold damage.
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Argoniel casts Drain.
T.G Cid resists the disease!
T.G Cid hits Iceblock for 391 physical damage.
Melee retaliation hits Iceblock for 16 lightning, 8 cold (23 total damage).
Argoniel hits T.G Cid for (40 to ice), 59 blight (59 total damage).
Multi-hued drake breathes fire!
Burning from Multi-hued drake hits Greater multi-hued wyrm for 5 fire damage.
Burning from Multi-hued drake hits Multi-hued drake for 8 fire damage.
Multi-hued drake hits T.G Cid for (71 to ice), 107 fire (107 total damage).
Multi-hued drake hits Argoniel for 98 fire damage.
Multi-hued drake hits Greater multi-hued wyrm for 16 fire damage.
Multi-hued drake hits Multi-hued drake hatchling for 313 fire damage.
Multi-hued drake hits Multi-hued drake hatchling for 313 fire damage.
Multi-hued drake hits Elandar for 141 fire damage.
T.G Cid the level 50 skeleton arcane blade was flamed to death by a multi-hued drake on level 11 of High Peak.























































































































































































