










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 43 / 46% |
| Size | big |
| Lifes / Deaths | Killed by Assassin Lord at level 18 on the 3rd Pyre 123rd year of Ascendancy at 04:37 0 / 9Killed by fire drake hatchling at level 20 on the 47th Pyre 123rd year of Ascendancy at 22:26 Killed by Polasenne the black bear at level 27 on the 79th Dusk 123rd year of Ascendancy at 11:16 Killed by Borius, Avatar of Bearness at level 27 on the 79th Dusk 123rd year of Ascendancy at 20:05 Killed by Lord of Skulls (warrior) at level 29 on the 10th Haze 123rd year of Ascendancy at 09:45 Killed by orc cryomancer at level 35 on the 1st Regrowth 124th year of Ascendancy at 17:46 Killed by luminous horror at level 38 on the 57th Pyre 124th year of Ascendancy at 02:57 Killed by Celia at level 41 on the 47th Dusk 124th year of Ascendancy at 08:40 Killed by ghast at level 43 on the 69th Dusk 124th year of Ascendancy at 11:41 |
Primary Stats
| Strength | 141 (base 63) |
| Dexterity | 67 (base 60) |
| Constitution | 93 (base 50) |
| Magic | 34 (base 13) |
| Willpower | 30 (base 13) |
| Cunning | 43 (base 24) |
Resources
| Life | -340/1416 |
| Stamina | 193/276 |
| Equilibrium | 30 |
| Healing Factor | 1.4735279301986 |
| Regeneration | 5.4042329051656 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 38.388749514228 |
| See Invisible | 38.388749514228 |
Offense: Mainhand
| Damage | 258 |
| Accuracy | 55 |
| Crit Chance | 43% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Blight | +11% |
| Arcane | +27% |
| Mind | +6% |
| All | +2% |
| Darkness | +8% |
| Light | +7% |
| Fire | +14% |
| Lightning | +14% |
Offense: Damage Penetration
| Mind | +10% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 40.723073231957 (96.438666929426%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 54 |
| Spell Save | 52 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 58%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 41%( 70%) |
| Cold | + 52%( 70%) |
| All | + 15%( 70%) |
| Physical | + 26%( 70%) |
| Lightning | + 59%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 24%( 70%) |
| Mind | + 32%( 70%) |
| Darkness | + 54%( 70%) |
| Fire | + 60%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Stun Resistance | 90% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 64% |
| Pinning Resistance | 31% |
| Poison Resistance | 10% |
| Knockback Resistance | 86% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 184 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 506 damage for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 936 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 823% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 50 up to 7 times. Its effects scale with your Magic stat. |
Class Talents
| Technique / Two-handed assault | 1.48 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Warcries | 1.48 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by multi-hued drake hatchling. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by fire drake. Escort: worried loremaster (level 4 of Old Forest) | failed |
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 |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 331. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
| On feet | Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+6 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 128 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 15 power out of 23/24 A wispy purple aura surrounds these translucent black boots. |
| Light source | Woewend of the Blightspawn2.0 T1 lite [Random Unique] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +5% light On Melee Ret: * 23% chance to reduce strength, dexterity, and constitution by 20 * 22% chance to reduce damage dealt by 20% ----- def ----- Defense +6 (+2 eff.) Resists +3% acid +7% darkness +9% light Affinity +5% light Phys.save +12 (+4 eff.) Spell.save +11 (+3 eff.) Mind.save +17 (+8 eff.) Teleport- +20% ---------- misc Light +4 See.Stealth +7 See.Invis +7 Sun Flare: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 111.26 light damage. At talent level 3 you gain 21% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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. |
| On head | Lisotha the Voidravage (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +12% lightning +6% acid Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 20% * 20% chance to reduce armor by 30% ----- def ----- Armour +5 Fatigue +5% Resists +20% darkness ---------- misc Infravis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Eclipsebreak of the Blightspawn [power 278] (9 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats -9 Dex +11 Wil dps ---------- Dmg.mod +9% blight Phasing +20% Sting an enemy dealing 284 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +11 Cun +5 Mag dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +12% fire Melee Ret 2 fire ----- def ----- Defense +12 (+4 eff.) Resists +12% mind +3% fire Max.HP +32.00 Disarm- +31% Pinning- +31% Stun/Frz- +30% Knockbk- +37% Rings make your fingers look great! |
| On fingers | stralite Petrified Wood ring0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +25 Con ----- def ----- Resists +17% acid +10% darkness +20% fire +29% cold +25% nature +19% lightning Crit.chn- 23.00% Rings make your fingers look great! |
| Around waist | Betarabeth1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% ----- def ----- Resists +6% lightning +10% temporal Spell.save +6 (+2 eff.) Poison- +10% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
| In main hand | Champion's Will (67-107 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 20% Con, 115% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 41 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 18 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
| On hands | hardened leather gloves 'Earidir' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 8 mind Dmg.mod +4% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +2 Resists +9% blight +3% cold +8% mind Def/telep +10 Res/telep +10% Dur/telep +10% 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. |
| Main armor | Betemira the voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +4 Wil dps ---------- Crit.mult +20.00% Mind.pwr +15 (+6 eff.) Res.pen +10% mind ----- def ----- Armour +16 Fatigue +22% Resists +21% acid +13% physical +15% fire +5% lightning +11% cold Disarm- +33% Stun/Frz- +34% Knockbk- +29% ---------- misc Max.hate +6.00 Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | Umbramire (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Mag +3 Con dps ---------- Dmg.mod +6% darkness ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning +9% darkness +15% fire +5% arcane +9% acid Crit.chn- 15.00% Phys.save +9 (+3 eff.) Max.HP +74.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding steel amulet of perfection (0.18 Technique / Warcries,0.18 Technique / Two-handed assault)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +26% ---------- misc Masteries +0.18 Technique/Warcries +0.18 Technique/Two-handed assault Amulets make your neck look great! |
Inventory
regeneration infusion of the titan (heal 540; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 540 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 23%; mental; dur 2; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 25%; mental; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (270.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 275.40 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +3 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Beleserin the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% fire ----- def ----- Resists +12% blight +28% fire +6% darkness +1% physical Silence- +20% Stun/Frz- +10% Teleport- +20% Rings make your fingers look great! |
Bleakgrit0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +12 Cun dps ---------- Mind.crit +4% Dmg.mod +20% cold Res.pen +25% acid Melee Ret 8 darkness ----- def ----- Resists +40% cold ---------- misc Equi/ret +0.20 Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 30 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% 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. |
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 11.97 cold and 11.97 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 36 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +18% blight +3% nature Acc +15 (+4 eff.) Apr +14 ----- def ----- Defense +15 (+5 eff.) Resists +18% blight +3% fire +18% nature Max.HP +42.00 Disarm- +36% Pinning- +41% Knockbk- +44% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
rogue's gold ring of fire (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +12% fire ----- def ----- Defense +4 (+2 eff.) Resists +24% fire Rings make your fingers look great! |
sneakthief's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +14 (+4 eff.) Apr +8 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
solipsist's gold ring of lightning (+24%)0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
stralite Atamathon's Lost Ruby Eye ring0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Dex +7 Mag +14 Cun dps ---------- Spell.pwr +13 (+5 eff.) Mov.spd +17% Dmg.mod +9% blight +12% fire +24% mind Acc +23 (+6 eff.) ----- def ----- Defense +13 (+5 eff.) Resists +15% blight Blinding Speed: Puts all charms on 24 cooldown Level 3.9 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
stralite jade ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +7 Cun +8 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +4 Resists +4% all Rings make your fingers look great! |
titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+4 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 141 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 82.0 - 123.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
Latafayn (68-109 power, 5 apr)3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 125% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 6 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Murknoon the steel greatsword (22-36 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 22.5 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +21 cold On Hit.r1 +13 fire On Hit: * 20% chance to reduce damage dealt by 20% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Mind.pwr +20 (+8 eff.) Res.pen +10% mind Massive two-handed swords. |
steel greatsword 'Sunarc' (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 26.0 - 41.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +4 lightning +7 blight +10 mind On Crit.r2 +8 light On Hit: 20% Epidemic 2 On Hit: * 17% chance to reduce all saves and defense by 24 * 9% chance to reduce strength, dexterity, and constitution by 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +10.0% Dmg.mod +3% light Res.pen +10% lightning ----- def ----- Disease- +17% ---------- misc Light +3 Massive two-handed swords. |
Blade of Distorted Time (40-56 power, 40 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 54 temporal damage and slows enemies in radius 6 of the target by 64% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 4.0 Pwr.cost 6 out of 10/10. Range 8 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Polydath (20-24 power, 4 apr, fire element)5.0 T3 staff 1H weapon [Random Unique] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +6 (+1 eff.) Spell.pwr +21 (+8 eff.) Dmg.mod +3% acid +20% fire Acc +7 (+2 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +7 (+3 eff.) Resists +6% lightning +6% blight HP.reg +0.80 Heal.mod +17% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 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 92.05 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. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+4 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (35-42 power, 0 apr, cold element)2.5 T5 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+11 eff.) Dmg.mod +35% cold ----- def ----- Mind.save +8 (+4 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
dragonbone magestaff 'Airsting' (30-36 power, 6 apr, cold element)5.0 T5 staff 1H weapon Reqs Mag 48 [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +12% Crit.mult +13.00% Phys.pwr +10 (+2 eff.) Spell.pwr +22 (+8 eff.) Dmg.mod +9% lightning +30% cold Res.pen +15% lightning +5% fire +5% nature Acc +14 (+4 eff.) ----- def ----- Armour +6 Defense +6 (+2 eff.) ---------- misc Wards +2 cold Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Trident of the Tides (80-112 power, 20 apr)3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 140% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+3 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+6 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 36 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 154.80. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
stormbringer's orite trident of amnesia (43-69 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Nature/Psionic Power 43.0 - 68.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +37 lightning +20 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Mov.spd +43% Res.pen +19% lightning +24% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Zubetha (40-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Psionic Power 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 physical +15 darkness +4 temporal Against +15% Living On Crit.r2 +40 acid +33 nature While equipped: Stats +3 Dex +11 Wil +13 Con dps ---------- Res.pen +23% acid +11% nature Acc +20 (+6 eff.) Apr +10 ----- def ----- Max.HP +71.00 ---------- misc Max.stam +20.00 One-handed war axes. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Sootwasp1.0 T5 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +15% darkness Res.pen +5% darkness Melee Ret 4 light On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +9% darkness +18% fire HP.reg +3.60 Heal.mod +24% A belt that goes around your waist. |
drakeskin leather belt 'Viperbreaker'1.0 T5 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +18% nature Res.pen +10% fire +20% cold Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +9% nature Phys.save +8 (+2 eff.) A belt that goes around your waist. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +7% temporal A belt that goes around your waist. |
insulating rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Resists +6% fire +6% cold ---------- misc Max.enc +23 A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Blindbrawn (8 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Dex +2 Cun +2 Con dps ---------- Res.pen +15% darkness Melee Ret 4 acid ----- def ----- Defense +8 (+3 eff.) Resists +18% acid +15% fire +17% light Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kyregohad the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +7 Mag dps ---------- Phys.crit +3.0% Phys.pwr +3 (+0 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -5% Resists +5% arcane Spell.save +12 (+4 eff.) Die.at -80.00 life Max.HP +100.00 Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Phlegmbutcher the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% darkness +21% nature Res.pen +10% mind +15% nature +8% darkness ----- def ----- Defense +3 (+1 eff.) Resists +32% darkness Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 32.10 to 40.12 physical damage (based on Willpower and Cunning) with knockback. Uses 6 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
cashmere robe of the mind (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +15% mind ----- def ----- Resists +15% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering Rags of the Sanctuary of power (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.pwr +11 (+4 eff.) Dmg.mod +11% arcane +6% all ----- def ----- Resists +7% all ---------- misc Max.mana +17.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +19% arcane +9% temporal ----- def ----- Resists +15% all ---------- misc Max.mana +32.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 43 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Gilunik (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +25% acid On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Armour +5 Fatigue +4% Resists +9% lightning +13% temporal Crit.chn- 15.00% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Splendourvice (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +3 Mag +1 Wil +3 Cun dps ---------- Melee Ret 4 light ----- def ----- Armour +3 Fatigue +2% Resists +3% blight Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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. |
insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +7% fire +5% cold A pair of boots made of leather. |
pair of drakeskin leather boots 'Xanidara' (20 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +11 Lck +6 Dex ----- def ----- Armour +5 Defense +20 (+7 eff.) Resists +12% mind Spell.save +6 (+2 eff.) Stealth +8 Die.at -60.00 life HP.reg +4.00 Cut- +20% A pair of boots made of leather. |
pair of drakeskin leather boots of void walking (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane While equipped: dps ---------- Res.pen +15% darkness +15% temporal ----- def ----- Armour +5 Resists +23% darkness +17% temporal Def/telep +21 Res/telep +15% Dur/telep +20% A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of strife (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Silence- +34% Confus- +28% Stun/Frz- +27% Blindside: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 38 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +24% Confus- +20% Stun/Frz- +23% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blizzardbloom (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Master While equipped: Stats +5 Str +4 Dex +1 Wil +3 Cun dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 7 fire Dmg.mod +7% fire +12% cold Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +8% blight +7% fire Crit.chn- 15.00% Phys.save +10 (+3 eff.) Spell.save +9 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
drakeskin leather gloves 'Duathelwish' (0 def, 7 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Acc +22 (+6 eff.) ----- def ----- Armour +7 Resists +24% fire +5% arcane +9% darkness Crit.chn- 10.00% Silence- +20% Disarm- +20% 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. |
steady voratun gauntlets of the starseeker (0 def, 3 armour) =Magic=1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +2 Cun +5 Mag dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +8% light +7% darkness Phys.save +6 (+2 eff.) Mind.save +7 (+3 eff.) Disarm- +29% ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 12 cooldown Level 1.0 Pwr.cost 12 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 55.38 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Winterwire' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Melee Ret 10 cold On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +9% temporal +19% darkness +16% blight +3% cold +13% arcane Affinity +10% nature Spell.save +12 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic 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. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+3 eff.) Mind.save +12 (+6 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Flashravager the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +5 Str +2 Dex dps ---------- Crit.mult +10.00% Res.pen +10% light Apr +4 ----- def ----- Defense +3 (+1 eff.) Resists +9% acid +11% fire +11% cold Spell.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Isimina the Coalpanic (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +10% darkness +5% acid Melee Ret 2 nature On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tempestsun (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: dps ---------- Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +31% fire +11% cold A cap made of leather. |
The Black Crown (0 def, 15 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Ximithra (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% acid On Hit (Melee): * 20% chance to reduce armor by 30% * 20% chance to slow global speed by 50% * 20 arcane resource burn ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +15% darkness +5% arcane +15% light A cap made of leather. |
cleansing linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +6% nature +6% blight A pointy cloth hat, very wizardly... |
grounding linen wizard hat of lightning (+22%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +22% lightning +5% temporal A pointy cloth hat, very wizardly... |
Blazekarma the voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Res.pen +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +16 Fatigue +22% Resists +30% lightning +6% fire +15% mind A suit of armour made of metal plates. |
Elywe the Glaregore (6 def, 16 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +16 Defense +6 (+2 eff.) Fatigue +22% Resists +16% blight +9% light +6% mind +16% darkness Mind.save +24 (+11 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
Isethra the Shadowhunter (0 def, 14 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +7 Cun dps ---------- Res.pen +10% darkness ----- def ----- Armour +14 Fatigue +22% Resists +40% acid +11% cold +5% arcane Crit.chn- 15.00% ---------- misc Breathe water A suit of armour made of metal plates. |
Xota the Bleakwar (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +5 Str +2 Dex +6 Mag dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +16 Fatigue +22% Resists +30% acid +12% darkness A suit of armour made of metal plates. |
Piercing Gaze (5 def, 25 armour, 180 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+2 eff.) Rng.Def +10 (+4 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 60 power out of 100/100 The very essence of bearness! |
4 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. |
120 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
14 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. |
13 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. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Durystir (dig speed 29 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str ----- def ----- Resists +6% fire Cut- +10% Stun/Frz- +20% ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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? |
4 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. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 60 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+5 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 48 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 19.57 cold damage and 19.57 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Ulydig the Frozenquick1.0 T5 lite [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% mind Melee Ret 6 acid ----- def ----- Resists +12% acid +12% cold Blind- +29% Confus- +17% ---------- misc Equi/ret +0.08 Light +10 See.Stealth +8 See.Invis +22 Track: Puts all charms on 24 cooldown Level 4.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 24 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
61 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
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. |
5 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. |
6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 342.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 11 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 53 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
extending stralite torque of gale force [power 365] (9 cooldown)2.0 T4 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 372 physical damage Puts all charms on 9 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
focusing steel torque of clear mind [power 2] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 105] (9 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 111 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Gayama' [power 175] (9 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +12% blight ---------- misc Mana/s.crit +2.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 178 physical damage Puts all charms on 9 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Layissra the ash totem of stinging [power 182] (9 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Resists +3% blight Sting an enemy dealing 186 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
elven-wood totem of stinging [power 398] (9 cooldown)2.0 T4 totem charm [Ego] Nature Sting an enemy dealing 406 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
evasive yew totem of healing [power 242] (9 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 9 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. |
piercing elven-wood totem of healing [power 338] (9 cooldown)2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 338 Puts all charms on 9 cooldown 100% to increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing elven-wood totem of thorny skin [power 51] (12 cooldown)2.0 T4 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 51 and armour hardiness by 60% Puts all charms on 12 cooldown 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful yew totem of stinging [power 296] (9 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 302 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick elven-wood totem of stinging [power 308] (8 cooldown)2.0 T4 totem charm [Ego+] Nature Sting an enemy dealing 314 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 8 cooldown Natural totems are made by powerful wilders to store nature power. |
4 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. |
Erelinik the Prismnaught [power 105] (9 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +9% lightning Crit.chn- 5.00% Spell.save +6 (+2 eff.) Max.HP +20.00 HP.reg +2.00 Fire a magical bolt dealing 113 acid damage Puts all charms on 9 cooldown 100% to heal for 40. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration 'Bethuwen' [power 180] (9 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Mind.pwr +20 (+8 eff.) S.pwr/crit +4 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.12 Mana/s.crit +2.00 Max.mana +100.00 Fire a magical bolt dealing 205 fire damage Puts all charms on 9 cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful yew wand of shielding [power 266] (12 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown 100% to increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding [power 260] (12 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 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. |
2 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. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By YourBoxo VIII the Cornac Berserker level 30
15th Haze 123rd year of Ascendancy at 22:57 see stats
Arachnophobia
Destroyed the spydric menace.By YourBoxo VIII the Cornac Berserker level 34
78th Haze 123rd year of Ascendancy at 08:03 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By YourBoxo VIII the Cornac Berserker level 38
28th Pyre 124th year of Ascendancy at 00:30 see stats
Brave new world
Went to the Far East and took part in the war.By YourBoxo VIII the Cornac Berserker level 33
75th Haze 123rd year of Ascendancy at 03:34 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By YourBoxo VIII the Cornac Berserker level 27
79th Dusk 123rd year of Ascendancy at 20:26 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By YourBoxo VIII the Cornac Berserker level 10
66th Haze 122nd year of Ascendancy at 03:06 see stats
Destroyer of the creation
Killed Slasul.By YourBoxo VIII the Cornac Berserker level 42
58th Dusk 124th year of Ascendancy at 21:16 see stats
Destroyer's bane
Killed Golbug the Destroyer.By YourBoxo VIII the Cornac Berserker level 32
70th Haze 123rd year of Ascendancy at 21:05 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By YourBoxo VIII the Cornac Berserker level 25
33rd Dusk 123rd year of Ascendancy at 19:56 see stats
Earth Master
Killed Harkor'Zun.By YourBoxo VIII the Cornac Berserker level 26
64th Dusk 123rd year of Ascendancy at 16:37 see stats
Exterminator
Killed 1000 creatures.By YourBoxo VIII the Cornac Berserker level 18
5th Pyre 123rd year of Ascendancy at 09:03 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By YourBoxo VIII the Cornac Berserker level 26
65th Dusk 123rd year of Ascendancy at 03:08 see stats
Fear me not!
Survived the Fearscape!By YourBoxo VIII the Cornac Berserker level 27
4th Haze 123rd year of Ascendancy at 10:44 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By YourBoxo VIII the Cornac Berserker level 42
58th Dusk 124th year of Ascendancy at 23:15 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By YourBoxo VIII the Cornac Berserker level 25
31st Dusk 123rd year of Ascendancy at 04:17 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By YourBoxo VIII the Cornac Berserker level 31
29th Haze 123rd year of Ascendancy at 00:38 see stats
Level 10
Got a character to level 10.By YourBoxo VIII the Cornac Berserker level 10
66th Haze 122nd year of Ascendancy at 03:04 see stats
Level 20
Got a character to level 20.By YourBoxo VIII the Cornac Berserker level 20
26th Pyre 123rd year of Ascendancy at 08:18 see stats
Level 30
Got a character to level 30.By YourBoxo VIII the Cornac Berserker level 30
10th Haze 123rd year of Ascendancy at 10:22 see stats
Level 40
Got a character to level 40.By YourBoxo VIII the Cornac Berserker level 40
11st Dusk 124th year of Ascendancy at 21:28 see stats
Oozemancer
Destroyed the corrupted oozemancer.By YourBoxo VIII the Cornac Berserker level 31
32nd Haze 123rd year of Ascendancy at 16:01 see stats
Size is everything
Did over 1500 damage in one attack.By YourBoxo VIII the Cornac Berserker level 31
32nd Haze 123rd year of Ascendancy at 10:05 see stats
Size matters
Did over 600 damage in one attack.By YourBoxo VIII the Cornac Berserker level 20
47th Pyre 123rd year of Ascendancy at 17:17 see stats
Sliders
Activated a portal using the Orb of Many Ways.By YourBoxo VIII the Cornac Berserker level 33
71st Haze 123rd year of Ascendancy at 02:58 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By YourBoxo VIII the Cornac Berserker level 25
31st Dusk 123rd year of Ascendancy at 05:03 see stats
That was close
Killed your target while having only 1 life left.By YourBoxo VIII the Cornac Berserker level 18
3rd Pyre 123rd year of Ascendancy at 04:36 see stats
The Arena
Unlocked Arena mode.By YourBoxo VIII the Cornac Berserker level 7
2nd Summertide 122nd year of Ascendancy at 05:33 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By YourBoxo VIII the Cornac Berserker level 23
6th Mirth 123rd year of Ascendancy at 20:04 see stats
The secret city
Discovered the truth about mages.By YourBoxo VIII the Cornac Berserker level 11
80th Haze 122nd year of Ascendancy at 20:08 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By YourBoxo VIII the Cornac Berserker level 36
69th Regrowth 124th year of Ascendancy at 03:08 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By YourBoxo VIII the Cornac Berserker level 23
5th Mirth 123rd year of Ascendancy at 23:50 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By YourBoxo VIII the Cornac Berserker level 39
3rd Dusk 124th year of Ascendancy at 14:21 see stats
Treasure Hunter
Amassed 1000 gold pieces.By YourBoxo VIII the Cornac Berserker level 27
1st Time of Equilibrium 123rd year of Ascendancy at 10:57 see stats
Unstoppable
Returned from the dead.By YourBoxo VIII the Cornac Berserker level 41
47th Dusk 124th year of Ascendancy at 08:40 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By YourBoxo VIII the Cornac Berserker level 29
10th Haze 123rd year of Ascendancy at 10:22 see stats
Log
Ghast receives 22 healing from Ghast's purging blight area effect.
Ghast receives 12 healing from Ghast's purging blight area effect.
Ghast receives 11 healing from Ghast's purging blight area effect.
Ghast receives 47 healing from Ghast's purging blight area effect.
Ghoul's purging blight area effect hits YourBoxo VIII for 53 blight damage.
Ghast receives 93 healing from Ghoul's purging blight area effect.
Ghast receives 87 healing from Ghoul's purging blight area effect.
Ghoulking receives 93 healing from Ghoul's purging blight area effect.
Ghast receives 87 healing from Ghoul's purging blight area effect.
Ghast receives 93 healing from Ghoul's purging blight area effect.
Ghast receives 6 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits YourBoxo VIII for 59 blight damage.
Ghoulking receives 12 healing from Ghast's purging blight area effect.
Ghast receives 5 healing from Ghast's purging blight area effect.
Ghast receives 6 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits YourBoxo VIII for 47 blight damage.
Ghast receives 23 healing from Ghast's purging blight area effect.
Ghast receives 23 healing from Ghast's purging blight area effect.
Ghast receives 43 healing from Ghast's purging blight area effect.
Ghoulking receives 23 healing from Ghast's purging blight area effect.
Ghast receives 22 healing from Ghast's purging blight area effect.
Ghast receives 93 healing from Ghast's purging blight area effect.
Ghast receives 47 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits YourBoxo VIII for 47 blight damage.
Ghoulking receives 47 healing from Ghast's purging blight area effect.
Ghast receives 43 healing from Ghast's purging blight area effect.
Ghast receives 47 healing from Ghast's purging blight area effect.
YourBoxo VIII the level 43 cornac berserker was debilitated by noxious blight before falling to death by a ghast on level 2 of Rak'shor Pride.
YourBoxo VIII's rage subsides!
YourBoxo VIII no longer revels in blood quite so much.































































































































































