










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.7.0Donators/Buyers bonus! Cancel Sustain/Effect on Rest 1.7.2You can cancel Sustains and Beneficial effects on Rest. Sustains can be marked to be canceled by right-click talent icons on the talent bar. Beneficial effects can be marked to be canceled in dialog. (default: Ctrl+Alt+E). This addon is created because I'm too lazy to cancel these many times; Github: https://github.com/h-youhei/tome-unsuseff Weight: 100 SuperLoad: Special Thanks: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! |
| Campaign | Maj'Eyal |
| Mode | Normal Semi-Roguelike (mild) |
| Sex | Male |
| Race | Thalore |
| Class | Bulwark |
| Level / Exp | 24 / 63% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 1 / 0 |
Primary Stats
| Strength | 52 (base 32) |
| Dexterity | 51 (base 31) |
| Constitution | 51 (base 34) |
| Magic | 21 (base 10) |
| Willpower | 44 (base 27) |
| Cunning | 35 (base 10) |
Resources
| Life | 881/881 |
| Stamina | 234/234 |
| Healing Factor | 1.2840316950179 |
| Regeneration | 6.755671875237 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 28.508560162218 |
| See Invisible | 28.508560162218 |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 53 |
| Crit Chance | 26% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +4% |
| Light | +12% |
| Nature | +25% |
| Blight | +3% |
| Cold | +3% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +20% |
| Physical | +6% |
Defense: Base
| Armour (hardiness) | 37 (49.007671158813%) |
| Defense | 53 |
| Ranged Defense | 59 |
| Fatigue | 6.6899726700218 |
| Physical Save | 34 |
| Spell Save | 45 |
| Mental Save | 24 |
Defense: Resistances
| Lightning | + 20%( 70%) |
| Nature | + 46%( 70%) |
| Blight | + 49%( 70%) |
| Darkness | + 54%( 70%) |
| Cold | + 19%( 70%) |
| All | + 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 71 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 159 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Daunting Presence |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 failed to protect the injured seer from death by Polawen, the injured seer. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | 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 Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by deformed giant brown mouse. Escort: temporal explorer (level 1 of Heart of the Gloom) | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 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: 49. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed orc heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You 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 |
Equipment
| On feet | Yvolratira (15 def, 12 armour)3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +2 Str +3 Wil +4 Con offense ------ Mindpower +5 (+2 eff.) Ignore resists +6% physical defense ------ Armor +12 Defense +15 (+5 eff.) Fatigue +3% Unlife -40.00 life other ------- Stamina/turn +3.00 Blindside: Puts all charms on 19 cooldown Effective talent level: 3.0 Power cost 19 out of 25/25. Range 6 Cooldown: 10 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 18 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. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- 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. |
| On head | bladed iron helm of might (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego++] Master While equipped: Stats +5 Str +2 Con offense ------ Physical Power +4 (+2 eff.) defense ------ Armor +3 Fatigue +5% Skullcracker: Puts all charms on 16 cooldown Effective talent level: 3.0 Power cost 16 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 117.3 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | storm dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 7 lightning Damage +4% lightning Accuracy +12 (+4 eff.) defense ------ Armor +2 Fatigue +3% Resistance +5% lightning Unarmed combat: Weapon Damage 17.0 - 23.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +12.0% Attack Speed 83% On-crit, radius 2 +7 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Lighthue [power 284] (12 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +12% light +3% cold Ignore resists +10% light defense ------ Resistance +15% darkness +3% cold other ------- Light +1 Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Spidergrinder the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: offense ------ Damage +25% nature Ignore resists +10% darkness When Hit 10 fire On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Resistance +35% nature Rings make your fingers look great! |
| On fingers | pixie's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Spellpower +7 (+3 eff.) Rings make your fingers look great! |
| Around neck | serendipitous steel amulet of willpower (+5)0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck +2 Wil offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +6 (+2 eff.) Resist unseen 11% Amulets make your neck look great! |
| In main hand | Morningserpent the voratun waraxe (40-57 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +8 blight On-crit, radius 2 +4 blight On Crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 While equipped: Stats +6 Str +13 Dex +9 Mag +8 Wil +7 Cun +8 Con offense ------ Physical Crit +10.0% Critical power +28.00% Damage +3% blight Ignore Armor +11 defense ------ Resistance +6% blight other ------- Light +2 One-handed war axes. |
| Around waist | noble's hardened leather belt of transcendence1.0 Encumbrance T3 belt armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +3 Wil offense ------ Mindpower +3 (+1 eff.) Against +15% Summoned defense ------ Resist Against +15% Summoned Physical save +5 (+2 eff.) A belt that goes around your waist. |
| In off hand | Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)7.0 Encumbrance T5 shield armor [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Weapon Damage 50.0 - 60.0 Light Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +280 While equipped: defense ------ Armor +20 Defense +16 (+5 eff.) Ranged Defense +17 (+4 eff.) Fatigue +14% Resistance +30% blight +30% darkness Spell save +19 (+6 eff.) other ------- Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. This item has been sent to the Item's Vault. |
| Cloak | Blazeshear (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Dex +5 Cun +2 Con offense ------ Damage +15% mind Ignore resists +10% light defense ------ Defense +2 (+1 eff.) other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Mankini (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
healing infusion of the titan (heal 151; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 151 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion (speed 463%; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 463% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 539%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 539% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 367; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 25%; mental; dur 3; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 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 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the titan (range 6; phase 16; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (326.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 326.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the titan (damage 150; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 150.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the duelist (damage 184; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 183.55 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
shatter afflictions rune (absorb 56; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 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 56 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 71; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 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 71 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 83; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 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 83 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 329; dur 3; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 329 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
restful steel amulet of mastery (0.14 Technique / Superiority)0.1 Encumbrance T2 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -6% Life Regen +2.00 other ------- Masteries +0.14 Technique/Superiority Amulets make your neck look great! |
starlit steel amulet of strength (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +13% light +11% darkness Blind Resist +21% Amulets make your neck look great! |
voratun amulet 'Rimeburst'0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +9% mind +6% cold Ignore resists +5% mind +20% cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Resistance +12% mind Healmod +23% Cut Resist +70% Heal: Puts all charms on 27 cooldown Effective talent level: 1.0 Power cost 27 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 172 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
mule's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% other ------- Encumbrance +20 Rings make your fingers look great! |
psionicist's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Blind Resist +23% other ------- Infravision +3 See Stealth +5 See Invis +7 Rings make your fingers look great! |
savage's steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +3 Cun +2 Con offense ------ On-Hit 5 physical On-Ranged-Hit 10 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 24 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 24 defense ------ Spell save +11 (+3 eff.) other ------- Hate-on-crit +1.00 Max stamina +10.00 Max hate +5.00 Bleeding Edge: Puts all charms on 16 cooldown Effective talent level: 3.9 Power cost 16 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+3 eff.) Ignore Armor +8 defense ------ Defense +8 (+3 eff.) Disengage: Puts all charms on 8 cooldown Effective talent level: 2.0 Power cost 8 out of 10/10. Range 7 Cooldown: 10 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 126% 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! |
treant's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +6% nature +7% blight Poison Resist +13% Disease Resist +12% Rings make your fingers look great! |
warrior's steel ring of darkness (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +11% darkness defense ------ Armor +6 Resistance +22% darkness Rings make your fingers look great! |
Frigidumbra the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Mind Crit +2% Damage +12% cold defense ------ Resistance +9% temporal +33% cold +6% darkness +3% fire Knockbk Resist +10% Rings make your fingers look great! |
Magmalord the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +4 Dex offense ------ Ignore resists +10% fire Accuracy +5 (+2 eff.) Ignore Armor +4 defense ------ Armor +8 Defense +10 (+3 eff.) Physical save +3 (+1 eff.) Life +32.00 Disarm Resist +27% Pinning Resist +20% Knockbk Resist +31% Rings make your fingers look great! |
warrior's gold ring of lightning (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Str offense ------ Damage +12% lightning defense ------ Armor +10 Resistance +24% lightning Rings make your fingers look great! |
voratun ring 'Cuthanarigar'0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +4 Con offense ------ Ignore resists +20% physical defense ------ Resistance +6% nature +9% fire Mind save +6 (+3 eff.) Life +32.00 Disarm Resist +32% Pinning Resist +36% Knockbk Resist +22% Rings make your fingers look great! |
voratun ring 'Heatking'0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +6 Dex +7 Cun +4 Con offense ------ Damage +6% fire Accuracy +5 (+2 eff.) defense ------ Armor +8 Silence Resist +20% Pinning Resist +20% Rings make your fingers look great! |
dwarven-steel battleaxe 'Earthwoe' (29-44 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Nature Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Hit: * 20% chance to slow global speed by 50% While equipped: Stats +10 Con +10 Wil offense ------ Critical power +5.00% Mindpower +10 (+4 eff.) defense ------ Resistance +6% mind Mind save +6 (+3 eff.) Life +59.00 Massive two-handed battleaxes. |
Dawn's Blade (50-70 power, 7 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Weapon Damage 50.0 - 70.0 Light Uses 25% Mag, 80% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% Damage Against +25% Undead +25% Demon While equipped: offense ------ Spell Crit +4% Spellpower +10 (+5 eff.) Damage +20% light Ignore resists +25% light other ------- Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 131.04 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 27 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. This item has been sent to the Item's Vault. |
Xerimina4.0 Encumbrance T5 longbow 2H weapon [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +6 Dex +2 Con offense ------ Ignore resists +12% physical defense ------ Armor +6 Resistance +15% blight Mind save +6 (+3 eff.) Life +40.00 other ------- See Invis +9 Longbows are used to shoot arrows at your foes. |
barbed quiver of ash arrows of wind (17/17, 28-40 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego+] Nature/Master Weapon Damage 28.5 - 39.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +9.5% Capacity 17 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 138 physical damage On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
thought-forged quiver of ash arrows of paradox (24/24, 24-34 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Arcane/Psionic Weapon Damage 24.0 - 33.6 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 24 Auto Reload 6 On-ranged-hit +11 temporal +8 mind On Hit: * 9% chance to gain 10% of a turn (3/turn limit) * 21% chance to reduce all saves and defense by 24 Arrows are used with bows to pierce your foes to death. |
Manitir the stralite shield (0 def, 8 armour, 48-57 power, 134 block)7.0 Encumbrance T4 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 47.5 - 57.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +134 On-hit +27 lightning On-Hit, radius 1 +8 mind While equipped: Stats +7 Dex offense ------ Damage +9% arcane When Hit 38 lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Armor +8 Fatigue +8% Resistance +27% lightning +24% fire +5% arcane other ------- Talents +1 Block Handheld deflection devices. |
Aerelathahell the Toxinwell (0 def, 20 armour, 71-85 power, 238.5 block)7.0 Encumbrance T5 shield armor [Rare] Master When used to Attack: Weapon Damage 71.0 - 85.2 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +238 While equipped: Stats +4 Con +5 Mag offense ------ Damage +21% nature defense ------ Armor +20 Fatigue +8% Resistance +9% nature other ------- Talents +1 Block Handheld deflection devices. |
Shieldsmaiden (5 def, 20 armour, 48-58 power, 150 block)7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 48.0 - 57.6 Ice Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: defense ------ Armor +20 Defense +5 (+2 eff.) Ranged Defense +12 (+3 eff.) Fatigue +10% Resistance +25% cold +25% fire other ------- Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. This item has been sent to the Item's Vault. |
Falebers the Infernonight1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% fire Ignore resists +5% fire defense ------ Resistance +5% lightning +5% temporal +9% cold +12% fire A belt that goes around your waist. |
rough leather belt of valiance1.0 Encumbrance T1 belt armor [Ego+] Psionic While equipped: Stats +2 Wil defense ------ Mind save +7 (+3 eff.) Life +41.00 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
linen cloak 'Brightsnake' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Str defense ------ Defense +1 (+0 eff.) Resistance +3% light +3% nature Life +111.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of protection (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +11% cold Spell save +6 (+2 eff.) Mind save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Demontickler the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex offense ------ When Hit 8 darkness On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Defense +2 (+1 eff.) Resistance +15% acid +9% darkness other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Galewalker' (9 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +9% lightning +6% mind +12% blight Ignore resists +5% blight +25% lightning defense ------ Defense +9 (+3 eff.) Resistance +9% blight Physical save +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of mindcraft (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +2 Dex +3 Wil +6 Cun offense ------ Mind Crit +5% Accuracy +5 (+2 eff.) Ignore Armor +5 defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak of protection (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Arcane/Psionic While equipped: Stats +2 Wil defense ------ Defense +2 (+1 eff.) Spell save +5 (+1 eff.) Mind save +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Cyrawe (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Wil +4 Cun +5 Con offense ------ Mind Crit +5% defense ------ Armor +3 Resistance +8% lightning +8% temporal Physical save +14 (+6 eff.) Mind save +15 (+7 eff.) Rush: Puts all charms on 19 cooldown Effective talent level: 1.3 Power cost 19 out of 25/25. Range 6 Cooldown: 35 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Haloran (4 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Mind Crit +3% Spellpower +5 (+2 eff.) Mindpower +15 (+6 eff.) Damage +6% mind defense ------ Armor +4 Defense +4 (+1 eff.) Fatigue -3% Physical save +7 (+3 eff.) other ------- Encumbrance +25 Max hate +2.00 Evasion: (Instant) Puts all charms on 23 cooldown Effective talent level: 4.0 Power cost 23 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Bleakwyrd' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Str +5 Con offense ------ Damage +9% acid +7% physical +6% darkness defense ------ Armor +4 Fatigue +3% Resistance +12% acid +12% fire +5% arcane other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit 3 Flamespit: Effective talent level: 3.0 Power cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 45.13 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Anedor (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Rare] Nature While equipped: offense ------ On-Hit 11 acid Damage +7% acid defense ------ Armor +3 Resistance +7% acid +18% cold +5% arcane +3% blight Disarm Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +2 Unarmed combat: Weapon Damage 27.0 - 29.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +12 acid On Hit: 10% Corrosive Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beluma the drakeskin leather gloves (0 def, 19 armour)1.0 Encumbrance T4 hands armor [Rare] Nature While equipped: offense ------ On-Hit 9 cold Damage +8% cold defense ------ Armor +19 Resistance +6% cold Disease Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +3 Unarmed combat: Weapon Damage 25.0 - 27.5 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +13 ice On Hit: 10% Ice Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 8 fire Damage +6% fire defense ------ Armor +2 Fatigue +3% Resistance +6% fire Unarmed combat: Weapon Damage 23.5 - 32.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +6 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+3 eff.) On-Hit 7 acid Damage +5% acid defense ------ Armor +2 Fatigue +3% Resistance +5% acid Unarmed combat: Weapon Damage 27.5 - 38.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +5 acid On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Cuthadar' (10 def, 12 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +6% arcane Accuracy +6 (+2 eff.) defense ------ Armor +12 Defense +10 (+3 eff.) Fatigue +3% Physical save +5 (+2 eff.) Mind save +6 (+3 eff.) Silence Resist +20% Disarm Resist +20% Unarmed combat: Weapon Damage 18.0 - 25.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Disrupt/Psionic While equipped: offense ------ Physical Power +5 (+2 eff.) Accuracy +7 (+3 eff.) Ignore Armor +6 defense ------ Armor +2 Fatigue +3% Resistance +7% blight Spell save +11 (+3 eff.) Life Regen +3.00 other ------- Stamina/turn +0.70 Max stamina +12.00 Unarmed combat: Weapon Damage 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +18 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Nightmare 3 On Hit: * 12% chance to slow global speed by 50% * 10% chance to reduce armor by 24% Metal gloves protecting the hands up to the middle of the lower arm. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 Encumbrance T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun offense ------ Mindpower +3 (+1 eff.) Damage +8% physical defense ------ Armor +4 Defense +8 (+3 eff.) Disarm Resist +40% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 25.0 - 35.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Effective talent level: 4.0 Power cost 13 out of 24/24. Range 6 Cooldown: 9 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. |
Samandil the Stokevortex (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +5 Str offense ------ Physical Power +9 (+3 eff.) Damage +9% fire Ignore resists +25% fire When Hit 4 fire defense ------ Armor +3 Fatigue +5% Resistance +12% mind +15% lightning Unarmed combat: Weapon Damage 38.0 - 53.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Sulfurrune the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: offense ------ Damage +15% lightning When Hit 8 nature On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +3 (+1 eff.) Resistance +28% lightning +3% nature +9% light +9% blight A pointy cloth hat, very wizardly... |
hardened leather cap 'Noonransom' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +1 Str +3 Cun +2 Con offense ------ Damage +12% acid defense ------ Armor +3 Fatigue +3% Resistance +19% light +12% darkness other ------- Light +3 A cap made of leather. |
Blazewrecker (0 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +6 Str offense ------ On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Armor +5 Fatigue +5% Resistance +12% lightning +12% cold +6% light Spell save +18 (+6 eff.) other ------- Light +2 A cap made of leather. |
Zanymas the Shimmerblow (3 def, 0 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: offense ------ Damage +6% lightning +18% cold Ignore resists +25% lightning +15% fire When Hit 8 fire defense ------ Defense +3 (+1 eff.) Resistance +6% nature +27% cold A pointy cloth hat, very wizardly... |
dragonslayer's iron helm of constitution (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Nature/Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +7% acid +5% fire +5% lightning +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of the depths (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% fire +6% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Halodin (0 def, 8 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Wil offense ------ Spellpower/crit +10 Damage +15% arcane defense ------ Armor +8 Fatigue +4% Resistance +10% blight Mind save +8 (+4 eff.) other ------- Vim-on-crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 Encumbrance 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. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 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. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 Encumbrance 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 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 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. |
8 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+5 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. |
72 alchemist agate0.0 Encumbrance 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(101 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Snowvice'1.0 Encumbrance T3 lite [Rare] Psionic While equipped: offense ------ Damage +6% cold Ignore resists +25% acid defense ------ Resistance +6% acid +9% cold Mind save +6 (+3 eff.) other ------- Light +4 See Stealth +10 See Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +3 Con defense ------ Resistance +7% blight Life Regen +2.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Essence of Bearness3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 76 power out of 100/100 The very essence of bearness! |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 61 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
iron pickaxe of endurance (dig speed 35 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 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. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
ash totem of summon tentacle [power 155] (19 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 431 Base Damage: 155 Armor: 6 All Resist: 2 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Link 2 Da Passed the Thalore Bulwark level 18
32nd Haze 122nd year of Ascendancy at 03:39 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Link 2 Da Passed the Thalore Bulwark level 24
74th Haze 122nd year of Ascendancy at 10:51 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Link 2 Da Passed the Thalore Bulwark level 17
13rd Haze 122nd year of Ascendancy at 13:09 see stats
Earth Master
Killed Harkor'Zun.By Link 2 Da Passed the Thalore Bulwark level 19
39th Haze 122nd year of Ascendancy at 13:56 see stats
Exterminator
Killed 1000 creatures.By Link 2 Da Passed the Thalore Bulwark level 18
38th Haze 122nd year of Ascendancy at 13:38 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Link 2 Da Passed the Thalore Bulwark level 22
58th Haze 122nd year of Ascendancy at 15:45 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Link 2 Da Passed the Thalore Bulwark level 18
32nd Haze 122nd year of Ascendancy at 03:12 see stats
Level 10
Got a character to level 10.By Link 2 Da Passed the Thalore Bulwark level 10
10th Mirth 122nd year of Ascendancy at 03:15 see stats
Level 20
Got a character to level 20.By Link 2 Da Passed the Thalore Bulwark level 20
40th Haze 122nd year of Ascendancy at 01:22 see stats
Size matters
Did over 600 damage in one attack.By Link 2 Da Passed the Thalore Bulwark level 23
72nd Haze 122nd year of Ascendancy at 06:10 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Link 2 Da Passed the Thalore Bulwark level 18
32nd Haze 122nd year of Ascendancy at 03:39 see stats
The Arena
Unlocked Arena mode.By Link 2 Da Passed the Thalore Bulwark level 11
1st Summertide 122nd year of Ascendancy at 14:39 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Link 2 Da Passed the Thalore Bulwark level 18
32nd Haze 122nd year of Ascendancy at 03:39 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Link 2 Da Passed the Thalore Bulwark level 17
46th Dusk 122nd year of Ascendancy at 05:11 see stats
The secret city
Discovered the truth about mages.By Link 2 Da Passed the Thalore Bulwark level 11
1st Flare 122nd year of Ascendancy at 05:59 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Link 2 Da Passed the Thalore Bulwark level 17
45th Dusk 122nd year of Ascendancy at 08:39 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Link 2 Da Passed the Thalore Bulwark level 18
29th Haze 122nd year of Ascendancy at 09:41 see stats
Log
Link 2 Da Passed is no longer paranoid
Talent Repulsion is ready to use.
Talent Greater Weapon Focus is ready to use.
Talent Infusion: Wild is ready to use.
Link 2 Da Passed deactivates Shield Wall.
Talent Shield Wall is ready to use.
Link 2 Da Passed drops on the floor: yew starstaff of channeling (20-24 power, 4 apr, physical element).
Your yew starstaff of channeling (20-24 power, 4 apr, physical element) is magically sorted by the storage room and put in a pile with the others items of the same type.
Link 2 Da Passed drops on the floor: balanced dwarven-steel battleaxe (30-46 power, 2 apr).
Your balanced dwarven-steel battleaxe (30-46 power, 2 apr) is magically sorted by the storage room.
Link 2 Da Passed drops on the floor: focusing cashmere robe of darkness (+22%) (0 def, 0 armour).
Your focusing cashmere robe of darkness (+22%) (0 def, 0 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Link 2 Da Passed drops on the floor: cured leather armour of Eyal (6 def, 4 armour).
Your cured leather armour of Eyal (6 def, 4 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Link 2 Da Passed drops on the floor: iron mail armour of implacability (2 def, 9 armour).
Your iron mail armour of implacability (2 def, 9 armour) is magically sorted by the storage room.
Link 2 Da Passed drops on the floor: enlightening steel mail armour (2 def, 6 armour).
Your enlightening steel mail armour (2 def, 6 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Talent Blinding Speed is ready to use.








































































































