
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various 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. 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 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: Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. 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. 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 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 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 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 50 / 2256% |
| Size | huge |
| Lifes / Deaths | Killed by Zubona the elven warrior at level 28 on the 40th Regrowth 123rd year of Ascendancy at 21:44 1 / 6Killed by Gloreriatha the orc assassin at level 45 on the 31st Haze 123rd year of Ascendancy at 15:03 Killed by Silyvea the Caustic Terror's mucus ooze at level 48 on the 65th Haze 123rd year of Ascendancy at 14:35 Killed by Xanukira the orc soldier at level 50 on the 79th Regrowth 124th year of Ascendancy at 11:01 Killed by Argoniel at level 50 on the 1st Time of Balance 124th year of Ascendancy at 15:37 Killed by greater multi-hued wyrm at level 50 on the 1st Time of Balance 124th year of Ascendancy at 17:14 |
Primary Stats
| Strength | 124 (base 60) |
| Dexterity | 127 (base 60) |
| Constitution | 46 (base 10) |
| Magic | 42 (base 14) |
| Willpower | 53 (base 35) |
| Cunning | 84 (base 63) |
Resources
| Life | 1494/1494 |
| Mana | 546/571 |
| Stamina | 294/294 |
| Healing Factor | 1.2567804250994 |
| Regeneration | 5.3413168066725 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 19 |
| Infravision | 18 |
| See Stealth | 84.327401544624 |
| See Invisible | 86.327401544624 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 324 |
| Accuracy | 87 |
| Crit Chance | 96% |
| APR | 56 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 58% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +78% |
| Physical | +118% |
| Fire | +39% |
| Arcane | +40% |
| Cold | +57% |
| All | +30% |
Offense: Damage Penetration
| Physical | +67% |
| Nature | +35% |
| Fire | +45% |
| Arcane | +46% |
| Mind | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 53 (100%) |
| Defense | 104 |
| Ranged Defense | 104 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 39 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 64%( 70%) |
| Blight | + 42%( 70%) |
| Physical | + 66%( 70%) |
| Cold | + 55%( 70%) |
| All | + 40%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 46%( 70%) |
| Temporal | + 59%( 70%) |
| Mind | + 48%( 70%) |
| Darkness | + 49%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 79% |
| Silence Resistance | 80% |
| Bleed Resistance | 100% |
| Disarm Resistance | 50% |
| Pinning Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 46% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 36 up to 7 times. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 99 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 Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Strength 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. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 746 damage for 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Sniper | 1.60 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Archery training | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Archery prowess | 1.91 |
| 3/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.60 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Poisons | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Marksmanship | 1.91 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Volatile Poison |
| talent | Chant of Fortress |
| talent | Concealment |
| talent | Apply Poison |
| talent | Premonition |
| talent | Trained Reactions |
| talent | Crippling Poison |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 57%. Concealment |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Adathra the orc warrior. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)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 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Dexterity 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 728. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Polothra the Gleamminister (15 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Nature/Master While equipped: ----- def ----- Armour +5 Defense +15 (+3 eff.) Resists +12% lightning +13% temporal Phys.save +6 (+1 eff.) Mind.save +9 (+3 eff.) Max.HP +20.00 Silence- +60% Confus- +50% Stun/Frz- +50% ---------- misc Stam/turn +0.90 Max.stam +40.00 Light +3 A pair of boots made of leather. |
| Quiver | Aerovea the quiver of dragonbone arrows (24/24, 203% power, 18 apr)3.0 T5 arrow ammo [Random Unique] Master Power 204% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +47.0% Capacity 24 Proj.spd +209% Ranged+ +20 physical On Crit: * Wound the target dealing 323 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
| Light source | Toreruihell the dwarven lantern1.0 T5 lite [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Resists +30% acid Blind- +50% Confus- +25% ---------- misc Light +11 See.Stealth +25 See.Invis +18 Track: Puts all charms on 29 cooldown Level 3.5 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Arevena the dwarven-steel helm (10 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Str +4 Con dps ---------- Phys.crit +5.0% Apr +3 ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue +4% Resists +13% mind Mind.save +21 (+7 eff.) Confus- +35% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | voratun pickaxe 'Plaguerend' (dig speed 10 turns)3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +6 Str +4 Con dps ---------- Crit.mult +15.00% Mind.pwr +10 (+3 eff.) Dmg.mod +9% fire Res.pen +25% physical +10% nature +10% mind ----- def ----- Resists +15% darkness +3% nature Affinity +15% darkness Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.20 Light +1 Infravis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Betoma the Dayhunter0.1 T5 ring jewelry [Random Unique] Master While equipped: dps ---------- Mind.crit +6% Phys.pwr +13 (+3 eff.) Spell.pwr +19 (+4 eff.) Mind.pwr +17 (+6 eff.) Dmg.mod +7% all Res.pen +5% mind ----- def ----- Resists +3% light Max.HP +41.00 HP.reg +4.00 Disarm- +50% Pinning- +42% Stun/Frz- +41% Knockbk- +36% ---------- misc Hate/m.crit +2.00 Light +2 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 (+2 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 | drakeskin leather belt 'Erudragas'1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.crit +1.0% Phys.pwr +23 (+5 eff.) Dmg.mod +28% physical Res.pen +17% physical On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Resists +3% acid +6% light Phys.save +11 (+3 eff.) Spell.save +15 (+5 eff.) ---------- misc Size +2 A belt that goes around your waist. |
| In main hand | Storm Fury4.0 T5 longbow 2H weapon [Unique] Arcane Mastery Master Marksman 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 (+7 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+5 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 82 to 164 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. |
| On hands | Xeta the Stokerend (20 def, 32 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Con dps ---------- Phys.crit +9.0% Spell.crit +17% Mind.crit +17% Crit.mult +13.00% Melee+ 13 physical Dmg.mod +15% physical Res.pen +20% fire Melee Ret 6 physical ----- def ----- Armour +32 Hardiness +15% Defense +20 (+4 eff.) Fatigue +5% Resists +9% physical 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. |
| Main armor | Glytha (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +7 Str +7 Mag +8 Wil dps ---------- Crit.mult +20.00% Spell.pwr +20 (+5 eff.) Dmg.mod +23% lightning +45% physical +27% cold +16% all ----- def ----- Resists +15% lightning +11% cold +22% physical +15% all Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.04 Hate/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | elven-silk cloak 'Mardedin' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +5 Con dps ---------- Spell.crit +5% Crit.mult +55.00% Spell.pwr +9 (+2 eff.) Dmg.mod +10% arcane Res.pen +21% arcane Acc +15 (+3 eff.) Apr +13 ----- def ----- Defense +3 (+1 eff.) Resists +6% temporal Phys.save +12 (+3 eff.) Spell.save +9 (+3 eff.) Stealth +7 Max.HP +150.00 Silence- +20% Knockbk- +10% ---------- misc Max.mana +82.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Brodildir'0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: ----- def ----- Resists +3% lightning +12% temporal +3% blight +13% fire +6% acid +13% cold Blind- +29% ---------- misc Infravis +6 Sight +2 See.Invis +9 Masteries +0.31 Technique/Archery prowess +0.31 Technique/Marksmanship Amulets make your neck look great! |
Inventory
regeneration infusion (heal 514; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 310 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shielding rune of the duelist (absorb 624; dur 4; 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 624 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 45; blocks 5; dur 4; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 45 up to 5 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand 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! |
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. |
Crackleschism0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning Melee Ret 8 darkness ----- def ----- Fatigue -6% Resists +13% light +15% darkness HP.reg +2.00 Blind- +48% ---------- misc Infravis +2 Sight +2 See.Invis +7 Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
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 (+4 eff.) Mind.save +18 (+6 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 957.05 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. |
Mayytha the voratun amulet0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Mind.pwr +10 (+3 eff.) S.pwr/crit +6 Dmg.mod +8% acid +7% fire +7% cold +5% lightning Res.pen +25% mind ----- def ----- Resists +5% arcane Mind.save +3 (+1 eff.) ---------- misc Mana/turn +0.60 Max.mana +47.00 Masteries +0.39 Technique/Reflexes 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 (160). 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. |
Velorerin0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Fatigue -5% Resists +3% light +9% cold HP.reg +1.00 Amulets make your neck look great! |
Willowfame0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +4 Wil +3 Con dps ---------- Crit.mult +20.00% Dmg.mod +6% nature +6% physical ----- def ----- Phys.save +9 (+2 eff.) Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
savior's voratun amulet of manastreaming0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag dps ---------- S.pwr/crit +6 ----- def ----- Phys.save +25 (+6 eff.) Spell.save +25 (+9 eff.) Mind.save +22 (+7 eff.) ---------- misc Mana/turn +0.53 Max.mana +48.00 Amulets make your neck look great! |
steel amulet 'Zanythad'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +12 Lck +4 Dex dps ---------- Phys.crit +2.0% Acc +16 (+3 eff.) Apr +2 ----- def ----- Defense +14 (+3 eff.) Resists +15% fire +13% cold Unseen.red 22% Amulets make your neck look great! |
Aeryyalle0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +4 Wil +5 Cun dps ---------- Phys.crit +2.0% Dmg.mod +13% acid Acc +6 (+1 eff.) ----- def ----- Resists +26% acid Phys.save +9 (+2 eff.) Mind.save +8 (+3 eff.) ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
Barymarak the Shimmertrencher0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% lightning ----- def ----- Resists +6% lightning +9% cold Mind.save +5 (+2 eff.) Confus- +21% ---------- misc Light +2 Rings make your fingers look great! |
Bogspire0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Cun dps ---------- Phys.crit +2.0% Dmg.mod +15% nature Res.pen +25% nature ----- def ----- Defense +6 (+1 eff.) ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
Ebonywrither the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +10 (+2 eff.) Res.pen +10% darkness Acc +20 (+4 eff.) Apr +1 ----- def ----- Resists +3% fire Phys.save +9 (+2 eff.) HP.reg +3.00 Stun/Frz- +25% Rings make your fingers look great! |
Gloomripper0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +3 Cun +6 Con dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 physical Ranged+ 14 physical Dmg.mod +13% cold Res.pen +20% darkness On Hit (Melee): * 15% chance to reduce all saves and defense by 32 * 20% chance to reduce damage dealt by 26% On Hit (Ranged): * 11% chance to reduce all saves and defense by 32 ----- def ----- Resists +3% darkness +26% cold ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 15 cooldown Level 5.9 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 176% weapon damage. If the attack hits, the target will bleed for 330% weapon damage over 7 turns, and all healing will be reduced by 72%. Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 37 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Samuyagund0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Dex +5 Wil +11 Cun dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +14% nature Acc +7 (+1 eff.) ----- def ----- Resists +9% blight +3% temporal +28% nature Heal.mod +10% Blind- +10% Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 23.59 cold and 32.76 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 44 power out of 60/60 This azure ring seems to be always moist to the touch. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper quartz ring0.1 T1 ring jewelry [Random Unique] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% fire Res.pen +5% fire On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Resists +3% nature +6% fire Spell.save +6 (+2 eff.) Blind- +20% Silence- +22% Stun/Frz- +30% ---------- misc Mana/turn +0.12 Infravis +4 See.Stealth +7 See.Invis +8 Rings make your fingers look great! |
steel ring 'Beohir'0.1 T2 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Melee+ 22 light Ranged+ 18 light Dmg.mod +12% light +6% blight Phasing +10% On Hit (Melee): * 10% chance to reduce all saves and defense by 32 ----- def ----- Resists +7% nature +7% blight Max.HP +48.00 HP.reg +8.00 Heal.mod +11% Poison- +16% Disease- +14% ---------- misc Vim/s.crit +1.00 Max.mana +80.00 Rings make your fingers look great! |
wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+3 eff.) Rings make your fingers look great! |
thought-forged steel battleaxe of enduring (120% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Nature/Psionic Power 121% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 mind On Hit: * 20% chance to reduce all saves and defense by 32 While equipped: Stats +13 Wil +3 Cun +10 Con ----- def ----- Max.HP +31.00 Massive two-handed battleaxes. |
Mandible of Ungolmor (150% power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 35% Dex, 30% Cun, 35% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
stormbringer's voratun dagger of erosion (148% power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Nature Power 148% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 nature On Crit.r2 +40 lightning +45 cold While equipped: dps ---------- Mov.spd +50% Res.pen +25% lightning +19% cold Sharp, short and deadly. |
truestriking voratun greatmaul of projection (180% power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego++] Master/Psionic Power 180% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +17% physical Acc +27 (+5 eff.) Apr +21 Massive two-handed mauls. |
voratun greatmaul 'Ebonypain' (195% power, 4 apr)5.0 T5 greatmaul 2H weapon [Rare] Master Power 196% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +8 physical On Hit.r1 +12 blight While equipped: Stats +7 Str +7 Dex dps ---------- Res.pen +34% darkness Apr +3 Melee Ret 4 temporal 14 physical On Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) * 27% chance to reduce damage dealt by 26% ----- def ----- Armour +6 Resists +9% temporal Massive two-handed mauls. |
quick voratun greatsword (173% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 174% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Dex dps ---------- Phys.spd +10% Acc +31 (+6 eff.) Massive two-handed swords. |
voratun greatsword 'Anisin' (172% power, 4 apr)3.0 T5 greatsword 2H weapon [Rare] Nature Power 172% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +23 nature On Hit.r1 +24 arcane While equipped: Stats +4 Mag +7 Wil +3 Con dps ---------- Melee Ret 12 blight ----- def ----- Resists +18% nature +24% cold Phys.save +18 (+4 eff.) Spell.save +12 (+4 eff.) Stun/Frz- +27% Knockbk- +27% Massive two-handed swords. |
Bregarig the dragonbone longbow4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +30 cold While equipped: Stats +12 Dex +11 Mag dps ---------- Crit.mult +10.00% Dmg.mod +14% temporal +30% cold +26% physical Res.pen +15% temporal +20% physical On Hit (Ranged): * 21% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Resists +3% blight Phys.save +6 (+1 eff.) ---------- misc Reload +9 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
Corpsebow4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +0 draining blight On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Heatwrest the elven-wood longbow4.0 T4 longbow 2H weapon [Random Unique] Arcane/Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +17 cold On Crit.r2 +36 lightning +8 cold On Hit: * 20% chance to reduce all saves and defense by 32 While equipped: dps ---------- Phys.crit +15.0% Mov.spd +51% Dmg.mod +3% fire +6% mind +24% cold Res.pen +17% lightning +20% cold +10% mind Acc +14 (+2 eff.) ----- def ----- Resists +6% mind Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Eilinetta'4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +9 Str +2 Dex +15 Con dps ---------- Phys.crit +20.0% Phys.pwr +15 (+3 eff.) Mind.pwr +10 (+3 eff.) Res.pen +25% mind Acc +21 (+4 eff.) ----- def ----- Crit.dmg- 5.00% ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 278 life over 5 turns Puts all charms on 15 cooldown Longbows are used to shoot arrows at your foes. |
penetrating yew longbow4.0 T3 longbow 2H weapon [Ego+] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +18% physical Longbows are used to shoot arrows at your foes. |
yew longbow 'Lustresage'4.0 T3 longbow 2H weapon [Random Unique] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +11 acid +12 fire While equipped: dps ---------- Dmg.mod +18% acid +15% physical +6% light +6% blight +18% fire +18% temporal Res.pen +9% physical +5% light +9% temporal ----- def ----- Resists +3% blight ---------- misc Light +3 Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
Blood-Edge (157% power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 157% Range: 1.4x Uses 10% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+5 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 7.2 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
arcing voratun longsword of corruption (151% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 100 damage Sharp, long, and deadly. |
enhanced voratun longsword of erosion (153% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Nature Power 153% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +19 nature While equipped: Stats +13 Str +13 Dex +12 Mag +13 Wil +12 Cun +13 Con Sharp, long, and deadly. |
horrifying living mindstar of balance (115% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 14 mind 15 darkness Dmg.mod +10% mind +7% darkness ----- def ----- Phys.save +9 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc Equi/ret +2.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's living mindstar of venom (115% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 20 acid Dmg.mod +20% acid +10% nature Res.pen +16% acid ----- def ----- Resists +20% acid +10% blight HP.reg +5.00 Disease- +25% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting living mindstar of flames (115% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) All.spd +10% Melee+ 20 fire Dmg.mod +25% lightning +45% fire +21% cold Res.pen +20% fire ----- def ----- Resists +18% fire ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting living mindstar of sand (113% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 20 physical Dmg.mod +25% lightning +20% physical +25% cold +25% fire Res.pen +17% physical ----- def ----- Resists +20% physical ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Brandbiter4.0 T2 sling 1H weapon [Rare] Nature Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +4 Str +6 Con dps ---------- Res.pen +20% mind Melee Ret 4 fire ----- def ----- Resists +12% fire ---------- misc Infravis +3 Masteries +0.10 Wild-gift/Fungus Regenerate 96 life over 5 turns Puts all charms on 15 cooldown Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+12 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 145 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Corpseschism the dragonbone starstaff (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str +1 Con dps ---------- Spell.crit +20% Crit.mult +16.00% Spell.pwr +15 (+3 eff.) Dmg.mod +42% darkness +9% physical +9% nature +6% mind ----- def ----- Armour +4 Resists +1% physical +3% nature +30% darkness ---------- misc Max.psi +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff of invocation (136% power, 6 apr, acid element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +25 (+6 eff.) S.pwr/crit +10 Dmg.mod +30% acid ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 55.98 to 67.17 acid damage Puts all charms on 6 cooldown Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff 'Bloomwend' (129% power, 5 apr, blight element)5.0 T4 staff 2H weapon [Random Unique] Arcane/Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +13 Mag +12 Wil +12 Cun +5 Con dps ---------- Spell.crit +4% Spell.pwr +17 (+4 eff.) S.pwr/crit +9 Dmg.mod +25% blight +6% nature Res.pen +5% arcane Melee Ret 10 nature ----- def ----- Defense +7 (+1 eff.) Resists +3% nature HP.reg +0.90 Heal.mod +16% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 2.5 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 166.61 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone magestaff (136% power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +23 (+5 eff.) Dmg.mod +30% fire Phasing +26% ----- def ----- Defense +25 (+4 eff.) Shield.pwr +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone vilestaff of greater warding (136% power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +33.00% Spell.pwr +25 (+6 eff.) Melee+ 35 fire Dmg.mod +30% fire ----- def ----- Armour +12 Defense +12 (+2 eff.) ---------- misc See.Invis +20 Wards +3 fire Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's voratun waraxe of massacre (165% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 166% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 blight On Hit: 20% Epidemic 5 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 28 While equipped: ----- def ----- Disease- +35% One-handed war axes. |
truestriking voratun waraxe (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +19 (+3 eff.) Apr +15 One-handed war axes. |
Blizzardrupture1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +1 Con dps ---------- Phys.crit +1.0% ----- def ----- Resists +3% cold Max.HP +31.00 ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
Mardegar1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 physical ----- def ----- Resists +6% nature HP.reg +0.80 Heal.mod +12% ---------- misc See.Invis +3 A belt that goes around your waist. |
insulating drakeskin leather belt of magery1.0 T5 belt armor [Ego+] Arcane/Master While equipped: Stats +11 Mag +11 Wil dps ---------- Spell.crit +6% ----- def ----- Resists +15% fire +12% cold A belt that goes around your waist. |
noble's hardened leather belt1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +4 Wil dps ---------- Against +23% Summoned ----- def ----- D.Red.from +23% Summoned A belt that goes around your waist. |
rough leather belt 'Xanotha'1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str +2 Con dps ---------- Dmg.mod +15% physical Acc +10 (+2 eff.) ----- def ----- Defense +15 (+3 eff.) Max.HP +33.00 A belt that goes around your waist. |
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 (+4 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. |
Spidermoon the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +25.00% Dmg.mod +33% lightning Res.pen +20% blight Acc +14 (+2 eff.) Apr +14 Melee Ret 6 nature On Hit (Melee): * 27% chance to slow global speed by 59% ----- def ----- Defense +3 (+1 eff.) Resists +24% blight +21% darkness +12% lightning Stealth +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Starpiety (3 def, 13 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +6% arcane Res.pen +15% light Acc +34 (+6 eff.) ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue -10% Resists +13% acid +3% light +38% cold +8% fire +10% lightning Max.HP +110.00 ---------- misc Mana/s.crit +2.65 Max.stam +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Torozor the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +2 Mag +7 Wil +3 Cun +9 Con ----- def ----- Defense +2 (+1 eff.) ---------- misc Max.hate +4.00 Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 2.5 Pwr.cost 44 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 324.40 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
linen cloak 'Ivena' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Con +3 Wil dps ---------- Apr +1 ----- def ----- Defense +6 (+1 eff.) Resists +3% blight Mind.save +5 (+2 eff.) Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Str +2 Wil +1 Con ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Arcane While equipped: Stats +6 Mag +4 Wil ----- def ----- Defense +3 (+1 eff.) Spell.save +12 (+4 eff.) ---------- misc Max.mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of sorcery (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Arcane While equipped: Stats +12 Mag +12 Wil dps ---------- Spell.crit +8% ----- def ----- Defense +3 (+1 eff.) Spell.save +12 (+4 eff.) ---------- misc Max.mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chubar the Forestpiercer (0 def, 0 armour)2.0 T5 cloth armor [Rare] Nature While equipped: Stats +6 Dex +6 Cun dps ---------- Dmg.mod +30% fire Res.pen +30% acid Melee Ret 12 arcane On Hit (Melee): * 27% chance to slow global speed by 59% ----- def ----- Resists +36% acid +45% fire +21% nature +15% all Crit.dmg- 20.40% ---------- misc Infravis +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+3 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Gloriba the Serpentbearer (0 def, 0 armour)2.0 T5 cloth armor [Rare] Psionic While equipped: Stats +12 Dex +4 Con dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) On Hit (Melee): * 27% chance to slow global speed by 59% ----- def ----- Resists +18% light +20% mind +18% darkness +7% arcane +15% all Mind.save +30 (+9 eff.) Die.at -108.81 life ---------- misc Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Growthripper the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +85% nature +6% temporal Res.pen +20% nature +25% temporal Melee Ret 6 temporal ----- def ----- Resists +3% temporal +90% nature +15% all Poison- +50% Disease- +37% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hettylar (20 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane While equipped: Stats +3 Con dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +9% acid +9% physical +12% light +9% fire +5% cold +7% all Res.pen +5% acid ----- def ----- Defense +20 (+4 eff.) Resists +12% acid +12% physical +18% light +12% cold +13% fire +9% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ragugas (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Resists +3% acid +18% fire +6% mind +7% all Max.HP +20.00 Disarm- +20% Stun/Frz- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xanimira the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Dex +3 Mag dps ---------- Dmg.mod +15% blight +5% temporal +9% physical Res.pen +8% temporal +10% arcane +8% physical ----- def ----- Resists +11% darkness +15% blight +5% arcane +12% mind +9% all Phys.save +12 (+3 eff.) Spell.save +11 (+4 eff.) Mind.save +23 (+7 eff.) Anom.red +10 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +8 Mag +4 Wil dps ---------- Spell.pwr +14 (+3 eff.) S.pwr/crit +5 Dmg.mod +22% temporal +21% physical Res.pen +10% temporal +9% physical ----- def ----- Resists +15% all Anom.red +15 Silence- +38% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's elven-silk robe of Linaniil (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.crit +14% Spell.pwr +30 (+7 eff.) ----- def ----- Resists +12% lightning +11% darkness +12% light +12% blight +12% fire +12% cold +15% all Phys.save +18 (+4 eff.) Spell.save +39 (+13 eff.) Mind.save +19 (+6 eff.) ---------- misc Mana/turn +0.32 Max.mana +94.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of Linaniil (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +12% Spell.pwr +29 (+7 eff.) ----- def ----- Resists +15% all ---------- misc Mana/turn +0.40 Max.mana +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +4 Str +6 Mag +6 Wil dps ---------- Dmg.mod +27% lightning +20% physical +7% cold ----- def ----- Resists +11% lightning +5% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Arygatira' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Spell.crit +4% Dmg.mod +12% acid +6% blight +15% nature +10% mind On Hit (Melee): * 10% chance to reduce armor by 38% ----- def ----- Resists +18% acid +10% mind +22% nature +9% all ---------- misc Max.mana +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 24 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Firemark (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% blight Res.pen +10% blight Melee Ret 2 fire ----- def ----- Armour +3 Fatigue +2% Resists +9% blight +3% fire Silence- +23% Confus- +24% Stun/Frz- +24% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gilasazor the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Cun +1 Wil dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Resists +6% lightning +7% temporal Phys.save +3 (+1 eff.) Die.at -60.00 life ---------- misc Hate/m.crit +3.00 A pair of boots made of leather. |
Neriwe the Murkburst (23 def, 5 armour)2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +11 Dex +6 Wil +6 Con dps ---------- Phys.pwr +10 (+2 eff.) Mind.pwr +8 (+3 eff.) Res.pen +5% darkness +20% physical Acc +20 (+4 eff.) ----- def ----- Armour +5 Defense +23 (+4 eff.) Resists +15% cold +13% fire +12% temporal ---------- misc Max.stam +39.46 Blindside: Puts all charms on 19 cooldown Level 2.5 Pwr.cost 19 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 32 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Silota the Icesorrow (0 def, 12 armour)2.0 T5 feet armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Mag +6 Wil +4 Cun dps ---------- Mov.spd +10% Dmg.mod +6% cold Res.pen +5% mind +15% cold ----- def ----- Armour +12 Fatigue -9% Mind.save +9 (+3 eff.) Max.HP +59.00 ---------- misc Stam/turn +0.70 Max.psi +10.00 Infravis +3 Blink to a nearby random location (rad 13) Puts all charms on 19 cooldown A pair of boots made of leather. |
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 (+2 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. |
blood-soaked pair of voratun boots of void walking (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Res.pen +20% darkness +20% temporal Apr +9 ----- def ----- Armour +5 Fatigue +4% Resists +26% darkness +30% temporal Def/telep +30 Res/telep +20% Dur/telep +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
fleetfooted pair of drakeskin leather boots of tirelessness (21 def, 5 armour)2.0 T5 feet armor [Ego+] Master While equipped: Stats +12 Dex ----- def ----- Armour +5 Defense +21 (+4 eff.) ---------- misc Stam/turn +0.90 Max.stam +39.00 A pair of boots made of leather. |
pair of rough leather boots 'Shiverkiss' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Wil +2 Cun +4 Con dps ---------- Res.pen +25% physical ----- def ----- Armour +1 Resists +6% cold Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) A pair of boots made of leather. |
pair of voratun boots 'Tureralar' (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +24% blight Melee Ret 14 blight ----- def ----- Armour +5 Fatigue +4% Resists +15% fire +21% light +15% cold Die.at -108.81 life Max.HP +60.00 HP.reg +5.44 Cut- +27% Pinning- +27% Stun/Frz- +27% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots of disengagement (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +4 Dex ----- def ----- Armour +5 Fatigue +4% Disengage: Puts all charms on 11 cooldown Level 5.9 Pwr.cost 11 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 7 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 210% 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 voratun boots of tirelessness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Fatigue +4% Silence- +50% Confus- +50% Stun/Frz- +50% ---------- misc Stam/turn +1.20 Max.stam +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cloudsnake (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +29 (+5 eff.) On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Armour +3 Fatigue +5% Resists +27% lightning +11% darkness +3% nature Phys.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Disarm- +42% ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 11 cooldown Level 3.5 Pwr.cost 11 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
Earolatharek the rough leather gloves (10 def, 6 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +6% mind +4% physical Apr +2 Melee Ret 4 physical ----- def ----- Armour +6 Defense +10 (+2 eff.) 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. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 5.5 Pwr.cost 12 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Gloomstar the drakeskin leather gloves (20 def, 19 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Spell.pwr +30 (+7 eff.) Dmg.mod +9% darkness +9% physical Res.pen +25% physical ----- def ----- Armour +19 Defense +20 (+4 eff.) Phys.save +30 (+7 eff.) Spell.save +9 (+3 eff.) Mind.save +10 (+3 eff.) Disarm- +44% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 22 cooldown Level 7.2 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 42% and provides a 25% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 5.5 Pwr.cost 22 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 139.32 physical damage in a radius of 4 each turn for 8 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. |
naturalist's drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +13.0% Spell.crit +9% Mind.crit +17% Crit.mult +10.00% Melee+ 14 nature Dmg.mod +7% nature ----- def ----- Armour +3 Resists +10% nature 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. |
Adydhetira the Sparkreek (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +2 Dex +11 Wil +5 Cun dps ---------- Mind.pwr +26 (+8 eff.) Res.pen +25% lightning ----- def ----- Armour +5 Fatigue +5% Resists +13% lightning +14% temporal Crit.dmg- 15.00% Mind.save +15 (+5 eff.) ---------- misc Light +2 See.Invis +12 A cap made of leather. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 2.5 Pwr.cost 11 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 112.28 to 336.84 lightning damage (224.56 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Corrupted Gaze (4 def, 8 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+2 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +20% blight Disease- +50% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Earukor the Obsidianquill (14 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Str +1 Mag +8 Wil +4 Cun dps ---------- Phys.pwr +7 (+1 eff.) Dmg.mod +12% arcane Acc +9 (+1 eff.) Melee Ret 4 darkness On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +12 Defense +14 (+3 eff.) Fatigue +5% Resists +4% all +8% physical Phys.save +18 (+4 eff.) ---------- misc Max.vim +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Flarevein the voratun helm (8 def, 14 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +12 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +12% arcane +6% fire Acc +31 (+6 eff.) Apr +3 Melee Ret 2 arcane ----- def ----- Armour +14 Defense +8 (+2 eff.) Fatigue +5% Resists +11% nature +7% all Phys.save +13 (+3 eff.) Spell.save +9 (+3 eff.) Max.HP +92.00 Heal.mod +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Nerywe the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+0 eff.) Dmg.mod +12% temporal ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +6% light +6% mind Max.HP +100.00 Disarm- +20% ---------- misc Mana/turn +0.15 A pointy cloth hat, very wizardly... |
Polelaith the Flamerigor (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +6 Str +12 Mag +7 Wil +4 Con dps ---------- Spell.crit +5% Spell.pwr +25 (+6 eff.) S.pwr/crit +4 Dmg.mod +18% blight +20% arcane Melee Ret 10 blight ----- def ----- Armour +5 Fatigue +5% Resists +6% fire Phys.save +40 (+10 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Battle Cry: Puts all charms on 21 cooldown Level 4.5 Pwr.cost 21 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 7, lowering their Defense by 32 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tulokath (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Str +4 Dex +2 Mag +2 Wil +3 Cun dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc See.Invis +9 A cap made of leather. |
defender's voratun helm of fortune (8 def, 14 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +17 Lck dps ---------- Phys.crit +7.0% Spell.crit +8% Mind.crit +8% ----- def ----- Armour +14 Defense +8 (+2 eff.) Fatigue +5% Resists +7% all Phys.save +14 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Poxreek' (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +10 Dex dps ---------- Dmg.mod +41% acid Res.pen +34% nature +34% fire Melee Ret 14 fire On Hit (Melee): * 27 arcane resource burn ----- def ----- Armour +5 Fatigue +5% Resists +24% lightning +12% acid +7% arcane +25% darkness Spell.save +21 (+7 eff.) ---------- misc Infravis +7 A cap made of leather. |
eldritch elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) ---------- misc Mana/turn +3.00 Mana/ret +3.00 Max.mana +104.00 Manaflow: Puts all charms on 29 cooldown Level 2.5 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 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Hailprophet' (18 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Str +20 Cun +3 Con dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% light Res.pen +25% cold Apr +3 ----- def ----- Defense +18 (+3 eff.) Phys.save +9 (+2 eff.) Mind.save +30 (+9 eff.) ---------- misc Mana/turn +2.90 Mana/ret +2.70 Max.mana +110.00 Manaflow: Puts all charms on 29 cooldown Level 2.5 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 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Naturevault' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil +7 Cun dps ---------- Mind.crit +5% Spell.pwr +5 (+1 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +12% mind Res.pen +5% nature +5% temporal Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Defense +3 (+1 eff.) Resists +6% mind Mind.save +11 (+4 eff.) ---------- misc Psi/turn +0.40 A pointy cloth hat, very wizardly... |
rough leather cap 'Beledovon' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Dex +1 Mag dps ---------- Dmg.mod +6% physical Apr +6 ----- def ----- Armour +1 Fatigue +1% Crit.dmg- 5.00% A cap made of leather. |
voratun helm 'Eilinidhenn' (7 def, 14 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +8 Mag +6 Wil dps ---------- Spell.crit +4% Dmg.mod +16% blight +13% arcane +12% acid On Hit (Melee): * 20% chance to reduce armor by 38% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +14 Defense +7 (+1 eff.) Fatigue +5% Resists +12% acid +10% fire +14% cold +6% all Phys.save +13 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's drakeskin leather cap of precognition (12 def, 5 armour)2.0 T5 head armor [Ego++] Nature While equipped: Stats +7 Str +7 Wil +10 Cun dps ---------- Phys.pwr +10 (+2 eff.) Acc +12 (+2 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+2 eff.) Fatigue +5% Resists +15% physical Phys.save +15 (+4 eff.) A cap made of leather. |
Velidariawen (39 def, 23 armour)9.0 T3 light armor [Rare] Nature While equipped: ----- def ----- Armour +23 Defense +39 (+7 eff.) Fatigue +8% Resists +10% acid +19% cold +6% light Die.at -60.00 life Silence- +20% ---------- misc Breathe water A suit of armour made of leather. |
drakeskin leather armour of Toknor (20 def, 8 armour)9.0 T5 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+2 eff.) ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
marauder's drakeskin leather armour of acid resistance (30 def, 8 armour)9.0 T5 light armor [Ego+] Master While equipped: Stats +10 Str +10 Dex ----- def ----- Armour +8 Defense +30 (+5 eff.) Fatigue +8% Resists +30% acid Phys.save +19 (+5 eff.) A suit of armour made of leather. |
marauder's drakeskin leather armour of lightning resistance (30 def, 8 armour)9.0 T5 light armor [Ego+] Master While equipped: Stats +10 Str +9 Dex ----- def ----- Armour +8 Defense +30 (+5 eff.) Fatigue +8% Resists +30% lightning Phys.save +20 (+5 eff.) A suit of armour made of leather. |
marauder's drakeskin leather armour of the void (30 def, 8 armour)9.0 T5 light armor [Ego++] Arcane/Master While equipped: Stats +10 Str +7 Dex dps ---------- Melee+ 10 darkness Ranged+ 10 darkness ----- def ----- Armour +8 Defense +30 (+5 eff.) Fatigue +8% Resists +30% darkness +30% temporal Phys.save +20 (+5 eff.) Def/telep +30 Res/telep +23% Dur/telep +21% Blink to a nearby random location (rad 15) Puts all charms on 19 cooldown A suit of armour made of leather. |
nimble drakeskin leather armour of spell shielding (36 def, 8 armour)9.0 T5 light armor [Ego+] Arcane/Master While equipped: Stats +9 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +8 Defense +36 (+6 eff.) Fatigue +8% Resists +10% arcane Spell.save +25 (+9 eff.) A suit of armour made of leather. |
troll-hide rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +38.00 HP.reg +5.40 Heal.mod +12% A suit of armour made of leather. |
Emeliwe the Firepunish (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +18% fire Res.pen +30% fire ----- def ----- Armour +16 Fatigue +22% Resists +30% fire Spell.save +18 (+6 eff.) Mind.save +24 (+7 eff.) ---------- misc Psi/ret +0.68 Vim/s.crit +2.72 Hate/m.crit +6.80 Max.vim +50.00 A suit of armour made of metal plates. |
enlightening voratun plate armour of natural resilience (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego++] Disrupt/Psionic While equipped: Stats +9 Cun +5 Wil ----- def ----- Armour +16 Fatigue +22% Resists +19% nature +20% blight D.Red.from +15% Unnatural Mind.save +22 (+7 eff.) A suit of armour made of metal plates. |
impenetrable voratun plate armour of Eyal (0 def, 36 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +36 Fatigue +22% Max.HP +80.00 HP.reg +11.00 Heal.mod +20% A suit of armour made of metal plates. |
flaming voratun shield of earthen fury (0 def, 21 armour, 205.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 10 fire Melee Ret 16 fire ----- def ----- Armour +21 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
flaming voratun shield of earthen fury (0 def, 18 armour, 184.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 10 fire Melee Ret 21 fire ----- def ----- Armour +18 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
voratun shield of fire resistance (+30%) (0 def, 10 armour, 201.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +30% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Arkul's Siege Arrows (14/14, 180% power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 180% Range: 1.4x Uses 70% Str, 50% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Drymadir the Chillradiance (18/18, 142% power, 10 apr)3.0 T3 arrow ammo [Rare] Nature Power 143% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +32 lightning +12 cold +12 acid On Hit.r1 +20 acid +12 cold On Crit.r2 +14 lightning On Hit: * 20% chance to reduce armor by 38% Arrows are used with bows to pierce your foes to death. |
Fulumalach (22/22, 186% power, 18 apr)3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 187% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +32 Apr +18 Crit +26.0% Capacity 22 Ranged+ +16 arcane On Hit.r1 +21 arcane On Crit.r2 +21 arcane On Crit: * Wound the target dealing 323 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (20/20, 117% power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Nusathad (22/22, 160% power, 10 apr)3.0 T3 arrow ammo [Random Unique] Nature/Master/Psionic Power 160% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 22 Proj.spd +200% Ranged+ +21 lightning +26 physical On Crit.r2 +12 lightning On Hit: * 20% chance to knock the target back 3 spaces and deal 207 physical damage On Crit: * Wound the target dealing 323 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 156% power, 120 apr)3.0 T5 arrow ammo [Unique] Arcane Power 156% Range: 1.4x Uses 70% Dex, 40% Mag, 50% Str Dmg Void Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
quiver of dragonbone arrows 'Dazzlebreaker' (23/23, 179% power, 36 apr)3.0 T5 arrow ammo [Random Unique] Nature/Disrupt/Master Power 179% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +36 Crit +18.0% Capacity 23 Proj.spd +200% Ranged+ +16 acid +8 light Against +45% Unnatural On Hit.r1 +12 light +8 acid On Crit.r2 +4 light On Hit: * 10% chance to reduce armor by 38% * 20% chance to create vines that bind the target to the ground dealing 207 nature damage and pinning them for 3 turns * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Balancevein' (20/20, 190% power, 14 apr)3.0 T4 arrow ammo [Random Unique] Master Power 191% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +31.5% Capacity 20 Proj.spd +200% Ranged+ +20 nature On Crit: * Wound the target dealing 323 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
tundral quiver of dragonbone arrows of accuracy (21/21, 165% power, 18 apr)3.0 T5 arrow ammo [Ego] Nature/Master Power 165% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +38 Apr +18 Crit +3.0% Capacity 21 Ranged+ +35 cold On Crit.r2 +23 cold Arrows are used with bows to pierce your foes to death. |
10 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. |
2320 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. |
5 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. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 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. |
9 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 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
Blindspawn (dig speed 6 turns)3.0 T3 digger tool [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Str dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +7% mind +8% fire Apr +1 Melee Ret 2 light ----- def ----- Armour +4 Defense +21 (+4 eff.) Resists +7% physical Phys.save +8 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +15 (+5 eff.) Max.HP +70.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.5 Pwr.cost 22 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 139.32 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
iron pickaxe of predation (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Lifebinding Emerald0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
3 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. |
13 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. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Emelilenor the brass lantern2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +6% acid +12% temporal +5% arcane Die.at -80.00 life HP.reg +4.00 Blind- +24% Confus- +14% ---------- misc Light +7 See.Stealth +8 See.Invis +6 Track: Puts all charms on 29 cooldown Level 6.5 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 9 turns. The radius will increase with your Cunning. 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. |
Shimmerhash the dwarven lantern1.0 T5 lite [Rare] Arcane While equipped: Stats +9 Cun dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Res.pen +20% lightning +20% temporal ----- def ----- Resists +15% darkness +3% physical +18% light +12% mind +29% blight +12% fire +7% arcane +27% nature Phys.save +18 (+4 eff.) ---------- misc Light +5 Infravis +4 See.Invis +14 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 22 cooldown Level 2.5 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 35 blight damage or heals 41 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 29 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Zanokor2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Str +8 Mag +1 Wil dps ---------- Melee Ret 10 fire On Hit (Melee): * 10% chance to reduce all saves and defense by 32 ----- def ----- Resists +6% fire ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Brodolechak'1.0 T5 lite [Random Unique] Master While equipped: ----- def ----- Armour +4 Resists +6% acid +6% cold +3% nature +9% darkness Mind.save +6 (+2 eff.) ---------- misc Light +17 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Shadeshear'1.0 T5 lite [Rare] Master While equipped: Stats +4 Dex +11 Mag +8 Wil dps ---------- Dmg.mod +21% darkness Res.pen +15% all Apr +15 Melee Ret 8 acid ----- def ----- Crit.dmg- 19.62% ---------- misc Light +7 Infravis +4 See.Invis +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 15 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
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 Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
14 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. |
17 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. |
10 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. |
psychokinetic pouch of voratun shots of annihilation (21/21, 175% power, 18 apr)3.0 T5 shot ammo [Ego++] Master/Psionic Power 175% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +18 Crit +19.0% Capacity 21 Proj.spd +200% Ranged+ +38 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 207 physical damage Shots are used with slings to pummel your foes to death. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 4.5 Pwr.cost 13 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 177 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
voratun torque of clear mind 'Brightlash' [power 4] (19 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +3% temporal +6% nature +9% light Crit.dmg- 15.00% Spell.save +3 (+1 eff.) Disease- +20% Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 19 cooldown 100% to reduce fatigue by 49% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind 'Jetreaper' [power 4] (19 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Str dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +6% blight +9% darkness ---------- misc Stam/turn +1.00 Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 19 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Lavaglory [power 392] (11 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: Stats +1 Str +2 Dex +8 Wil dps ---------- Dmg.mod +3% fire ----- def ----- Resists +6% fire Heal yourself and all friendly characters within 10 spaces for 392 Puts all charms on 11 cooldown 100% to heal for 92. 100% to increase the duration of 2 beneficial effects by 2. 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Snowbait the ash totem of stinging [power 188] (11 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold Res.pen +10% mind ----- def ----- Resists +9% temporal Die.at -80.00 life Disarm- +10% Confus- +20% Sting an enemy dealing 244 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Squalortide [power 445] (19 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% nature +15% mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 28 * 10% chance to reduce all saves and defense by 32 ----- def ----- Resists +6% mind +6% nature Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1165 Base Damage: 537 Armor: 10 All Resist: 30 Puts all charms on 19 cooldown 100% to reduce fatigue by 60% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
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. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
16 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. |
14 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 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. |
14 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. |
8 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 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. |
3 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. |
13 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Servant: Archer the Skeleton Archer level 35
7th Pyre 123rd year of Ascendancy at 09:59 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Servant: Archer the Skeleton Archer level 50
10th Allure 124th year of Ascendancy at 23:00 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Servant: Archer the Skeleton Archer level 34
5th Pyre 123rd year of Ascendancy at 17:40 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Servant: Archer the Skeleton Archer level 38
48th Pyre 123rd year of Ascendancy at 05:26 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Servant: Archer the Skeleton Archer level 10
4th Flare 122nd year of Ascendancy at 19:22 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Servant: Archer the Skeleton Archer level 37
44th Pyre 123rd year of Ascendancy at 04:01 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Servant: Archer the Skeleton Archer level 32
77th Regrowth 123rd year of Ascendancy at 14:08 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Servant: Archer the Skeleton Archer level 50
1st Time of Balance 124th year of Ascendancy at 20:54 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Servant: Archer the Skeleton Archer level 21
40th Haze 122nd year of Ascendancy at 21:10 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Servant: Archer the Skeleton Archer level 28
40th Regrowth 123rd year of Ascendancy at 12:05 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Servant: Archer the Skeleton Archer level 25
31st Regrowth 123rd year of Ascendancy at 02:53 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Servant: Archer the Skeleton Archer level 50
75th Regrowth 124th year of Ascendancy at 00:56 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 Servant: Archer the Skeleton Archer level 50
52nd Regrowth 124th year of Ascendancy at 05:22 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Servant: Archer the Skeleton Archer level 50
72nd Regrowth 124th year of Ascendancy at 09:08 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Servant: Archer the Skeleton Archer level 10
4th Flare 122nd year of Ascendancy at 19:21 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Servant: Archer the Skeleton Archer level 20
35th Haze 122nd year of Ascendancy at 20:54 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Servant: Archer the Skeleton Archer level 30
65th Regrowth 123rd year of Ascendancy at 00:50 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Servant: Archer the Skeleton Archer level 40
65th Pyre 123rd year of Ascendancy at 11:57 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Servant: Archer the Skeleton Archer level 50
70th Haze 123rd year of Ascendancy at 12:25 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Servant: Archer the Skeleton Archer level 50
73rd Regrowth 124th year of Ascendancy at 07:10 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Servant: Archer the Skeleton Archer level 50
50th Regrowth 124th year of Ascendancy at 13:36 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Servant: Archer the Skeleton Archer level 18
13rd Haze 122nd year of Ascendancy at 05:44 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Servant: Archer the Skeleton Archer level 50
11st Regrowth 124th year of Ascendancy at 16:12 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Servant: Archer the Skeleton Archer level 38
44th Pyre 123rd year of Ascendancy at 23:42 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Servant: Archer the Skeleton Archer level 25
31st Regrowth 123rd year of Ascendancy at 03:01 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Servant: Archer the Skeleton Archer level 37
44th Pyre 123rd year of Ascendancy at 10:03 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Servant: Archer the Skeleton Archer level 50
1st Time of Balance 124th year of Ascendancy at 20:52 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Servant: Archer the Skeleton Archer level 17
53rd Dusk 122nd year of Ascendancy at 06:11 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Servant: Archer the Skeleton Archer level 9
8th Mirth 122nd year of Ascendancy at 16:06 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Servant: Archer the Skeleton Archer level 50
52nd Regrowth 124th year of Ascendancy at 04:57 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Servant: Archer the Skeleton Archer level 50
1st Time of Balance 124th year of Ascendancy at 20:54 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Servant: Archer the Skeleton Archer level 46
55th Haze 123rd year of Ascendancy at 20:53 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Servant: Archer the Skeleton Archer level 5
1st Mirth 122nd year of Ascendancy at 23:28 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Servant: Archer the Skeleton Archer level 40
73rd Pyre 123rd year of Ascendancy at 13:54 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Servant: Archer the Skeleton Archer level 22
2nd Wintertide 123rd year of Ascendancy at 18:37 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Servant: Archer the Skeleton Archer level 16
37th Dusk 122nd year of Ascendancy at 21:17 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Servant: Archer the Skeleton Archer level 34
5th Pyre 123rd year of Ascendancy at 00:42 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 2.90 gold pieces.
Ran for 2 turns (stop reason: interesting terrain).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 2.65 gold pieces.
You pickup 0.65 gold pieces.
You pickup 0.95 gold pieces.
You pickup 2.35 gold pieces.
You pickup 1.00 gold pieces.
You pickup 0.65 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.50 gold pieces.
Servant: Archer picks up (J.): quick voratun greatsword (173% power, 4 apr).
Servant: Archer picks up (H.): stormbringer's voratun dagger of erosion (148% power, 9 apr).
Servant: Archer picks up ( .): pearl.
Servant: Archer picks up ( .): diamond.
Servant: Archer picks up ( .): flaming voratun shield of earthen fury (0 def, 18 armour, 184.5 block).
Servant: Archer picks up ( .): spellcowled elven-silk cloak of sorcery (3 def, 0 armour).
Ran for 13 turns (stop reason: interesting terrain).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Servant: Archer picks up ( .): blood-soaked pair of voratun boots of void walking (0 def, 5 armour).
Ran for 17 turns (stop reason: interesting terrain).















































































































































































































