












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Campaign Planning 1.2.2 (1.7.0)A companion piece to Talent Point Planner (release 11.3.1 or later, or via ZOmnibus Addon Pack or ZOmnibus Lite release 17.7.4 or later); adds talent point sources for various campaigns provided by third-party addons. Currently supported:
Mannendake's Improved Auto-explore and Rest 3.5.2 (1.7.2)Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Particle Cleanup 1.1.4 (1.7.0)An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Two-Handed Dual-Wielding Counts 1.0.0 (1.7.0)If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Automatic Notes 1.3.2 (1.7.0)Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.1.4 (1.7.4)Official 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:
Planning for Class 1.0.0 (1.7.0)A companion piece to Talent Point Planner; adds talent sources for various classes provided by other addons. Currently supported:
Embers of Rage 1.1.10 (1.7.4)Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 17.8.2 (1.7.4)Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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: Tinker Tinkering 1.7.2 (1.7.0)A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.0.12 (1.7.4)Official 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.
Improved Combat Text v2 Custom Edit 2.1.1 (1.7.5)This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Tinker Gem Flexibility 1.0.0 (1.7.0)Modifies certain tinker recipes from the Embers of Rage DLC (required) to require a different gem type as ingredient for different tinker tiers, rather than requiring the same gem type for all tiers. Affected recipes:
Frequently Asked Questions: Class+Race Pack 1.1.2 (1.7.4)Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Select your Escorts 2.3.1 (1.7.0)Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Technomancy Tweaks 1.3.1 (1.7.0)Assorted small quality-of-life changes for the Technomancer class evolution from the Embers of Rage DLC (required). Currently includes:
Showing Items Tier in Inventory 1.1.0 (1.7.2)This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Planned Evolution 1.2.0 (1.7.0)A companion piece to Talent Point Planner; adds talent point sources for various class evolutions provided by other addons: Currently supported:
Addon Versions in Character Sheet 1.0.0 (1.7.0)Modifies the addons list on the online character sheet to include both the addon version (if available) and the minimum supported game module version (in parentheses if both are present). Better Item Description 1.3.3 (1.7.4)This 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 Visibly Distinct Subvaults 1.0.0 (1.7.0)Changes the appearance of the entrance to "sub-vaults" in the Orc Prides and High Peak to be different from the stairs down to the next level, to avoid confusion. Allow Transmo Schematics 0.0.2 (1.7.6)Allows schematics in the transmo chest. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Krog |
| Class | Harbinger |
| Level / Exp | 50 / 1034% |
| Size | huge |
| Lifes / Deaths | Killed by Emelewen the void horror at level 22 on the 4th Regrowth 123rd year of Ascendancy at 12:36 3 / 4Killed by Pale Drake at level 36 on the 77th Pyre 123rd year of Ascendancy at 07:06 Killed by Vor, Grand Geomancer of the Pride at level 41 on the 44th Dusk 123rd year of Ascendancy at 15:55 Killed by Koollk the champion of Urh'Rok at level 50 on the 35th Pyre 124th year of Ascendancy at 09:47 |
| Antimagic | Follower |
Primary Stats
| Strength | 169 (base 60) |
| Dexterity | 98 (base 41) |
| Constitution | 76 (base 8) |
| Magic | 56 (base 14) |
| Willpower | 122.76943711529 (base 61) |
| Cunning | 148.71179639411 (base 60) |
Resources
| Life | 1950/1950 |
| Steam | 100/100 |
| Equilibrium | 48 |
| Psi | 212/212 |
| Healing Factor | 1.3303905946044 |
| Regeneration | 23.991454322357 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40.162803114767% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 18 |
| Infravision | 2 |
| See Stealth | 10 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 184 |
| Accuracy | 75 |
| Crit Chance | 101% |
| APR | 139 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 186 |
| Accuracy | 75 |
| Crit Chance | 101% |
| APR | 133 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20.5 |
| Crit Chance | 63% |
| Speed | 1 |
Offense: Mind
| Mindpower | 96 |
| Crit Chance | 91% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +36% |
| Blight | +33% |
| Physical | +13% |
| Cold | +26% |
| All | +8% |
| Lightning | +54% |
| Light | +28% |
| Mind | +34% |
| Fire | +39% |
| Nature | +33% |
Offense: Damage Penetration
| Nature | +50% |
| Lightning | +72% |
| Arcane | +55% |
| All | +35% |
Defense: Base
| Armour (hardiness) | 54.674288909028 (85.036306983302%) |
| Defense | 78 |
| Ranged Defense | 83 |
| Fatigue | 0 |
| Physical Save | 65 |
| Spell Save | 50 |
| Mental Save | 67 |
Defense: Resistances
| Blight | + 50%( 70%) |
| Arcane | + 37%( 70%) |
| Mind | + 54%( 70%) |
| All | + 33%( 70%) |
| Lightning | + 73%( 73%) |
| Physical | + 38%( 73%) |
| Darkness | + 35%( 70%) |
| Cold | + 40%( 73%) |
| Fire | + 38%( 73%) |
| Nature | + 56%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 30% |
| Poison Resistance | 30% |
| Blind Resistance | 70% |
| Disarm Resistance | 100% |
| Bleed Resistance | 50% |
| Teleport Resistance | 100% |
| Pinning Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 954 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 257% efficiency and cooldown mod of 66%. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Blaze | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Blizzard | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Thunder | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Supercell | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Cyclone | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Rain | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Antimagic Shield |
| talent | Psiblades |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by faerlhing. Escort: lost warrior (level 6 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 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: 1016. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Sewerwind the pair of dwarven-steel boots (0 def, 8 armour) 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +15% nature On Hit (Melee): * 20% chance to slow global speed by 78% ----- def ----- Armour +8 Fatigue +3% Resists +10% blight +3% cold +3% nature Phys.save +15 (+4 eff.) HP.reg +4.00 Heal.mod +13% Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Infravis +2 Metallic Rush: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 9 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was hardened by the digestive sack. |
| Light source | Jetspire the dwarven lantern 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Mag +1 Con dps ---------- Mind.crit +9% Mind.pwr +12 (+2 eff.) Dmg.mod +20% light Res.pen +20% arcane +15% all Apr +13 Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 38% ----- def ----- Resists +5% arcane +3% darkness Mind.save +11 (+2 eff.) Max.HP +73.00 ---------- misc Light +12 See.Stealth +10 See.Invis +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +10 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +15 (+3 eff.) Blind- +50% Metallic A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +150% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Metallic Gauntlets. But with steam power! |
| Tool | 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. |
| On fingers | gladiator's voratun ring of speed0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +11 (+3 eff.) Mov.spd +23% Acc +12 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.5 Pwr.cost 40 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 32% for 5 turns. Rings make your fingers look great! |
| On fingers | voratun ring 'Muckbloom'0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +9 Str +7 Wil +7 Cun +9 Con dps ---------- Phys.pwr +12 (+3 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +17% mind +3% acid Melee Ret 4 acid On Hit (Melee): * 20% chance to slow global speed by 78% ----- def ----- Resists +17% mind +12% nature Rings make your fingers look great! |
| Around neck | cleansing gold amulet of healing0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +10% nature +15% blight Heal.mod +13% Poison- +30% Disease- +30% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 584 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Sparkgore the living mindstar (17-18 power, 126 apr, mind damage) =+25% ltng pen=3.0 T5 mindstar 1H weapon [Rare] Nature Power 17.0 - 18.7 Mind Uses 97% Wil, 58% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +126 Crit +25.0% Atk.spd 100% On Hit.r1 +12 lightning On Crit.r2 +12 physical While equipped: dps ---------- Mind.crit +5% Phys.pwr +30 (+6 eff.) Mind.pwr +67 (+12 eff.) Dmg.mod +9% mind Res.pen +25% lightning ----- def ----- Phys.save +10 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+2 eff.) ---------- misc Equi/ret +2.40 Psi/ret +0.16 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Emblem of Evasion |
| In off hand | living mindstar of storms (17-19 power, 120 apr, mind damage) 3.0 T5 mindstar 1H weapon [Ego+] Nature Power 17.5 - 19.2 Mind Uses 97% Wil, 58% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +120 Crit +25.0% Atk.spd 100% While equipped: Stats +3 Str +4 Dex +4 Mag +7 Wil +9 Cun +5 Con dps ---------- Mind.crit +5% Mind.pwr +19 (+4 eff.) Melee+ 11 lightning Dmg.mod +16% lightning Res.pen +12% lightning ----- def ----- Resists +17% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Cloth of Dreams (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind +30% lightning Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Stun/Frz- +50% ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 5.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 116 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Main armor | Crimson Robe (12 def, 0 armour) 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Str +10 Dex +10 Mag +20 Wil +20 Cun +10 Con dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+3 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.20 Cursed/Punishments +0.10 Psionic/Solipsism +0.20 Psionic/Talent perfection On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
medical injector implant (efficiency 147% / cooldown 52%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 147% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 179% / cooldown 67%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 67%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the wizard (efficiency 201% / cooldown 64%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 201% efficiency and cooldown mod of 64%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the sneak (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.0 steam per turn. Can be activated for an instant burst of 65 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 14)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.7 steam per turn. Can be activated for an instant burst of 73 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 22%; reduction 4; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 22% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 263; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 263 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the psychic (heal 297; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 297 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the sneak (heal 356; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 356 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the warrior (heal 393; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 393 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the warrior (die at -932; dur 7; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -932 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 932 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the wizard (die at -479; dur 5; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -479 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 479 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. 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 titan (speed 774%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 774% 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 Constitution stat. 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 wizard (speed 570%; 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 increase movement speed by 570% 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 Magic 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 psychic (heal 794; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 794 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 671; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 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 671 life over 5 turns. 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. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 725; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 725 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. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 803; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 803 life over 5 turns. 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 |
regeneration infusion of the warrior (heal 634; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 634 life over 5 turns. 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 |
wild infusion of the duelist (res 38%; mental; dur 2; 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 38% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
wild infusion of the duelist (res 35%; magical; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
wild infusion of the psychic (res 39%; physical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 34%; mental; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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 34% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 |
wild infusion of the warrior (res 53%; mental, physical; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 53% for 2 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 |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +21% Amulets make your neck look great! |
Glorossra the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Acc +30 (+8 eff.) ----- def ----- Resists +9% acid HP.reg +4.00 Cut- +20% Disarm- +20% Stun/Frz- +20% Amulets make your neck look great! |
Noonnight =+15% fire pen=0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +11 Lck +5 Str dps ---------- Dmg.mod +6% fire Res.pen +15% fire Acc +8 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +9% light Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +18 (+4 eff.) Unseen.red 11% ---------- misc Light +1 Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (120). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
mindweaver's gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- Mind.save +7 (+1 eff.) Blind- +16% Confus- +13% ---------- misc Infravis +5 Sight +2 See.Invis +6 Amulets make your neck look great! |
stabilizing gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +16% temporal Pinning- +28% Knockbk- +24% Amulets make your neck look great! |
Arima0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +3 Cun +8 Con dps ---------- Spell.pwr +25 (+4 eff.) S.pwr/crit +10 Res.pen +20% blight +28% temporal ----- def ----- Spell.save +9 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Masteries +0.34 Steamtech/Physics Amulets make your neck look great! |
Darkquill the stralite amulet0.1 T4 amulet jewelry [Rare] Disrupt While equipped: Stats +4 Cun dps ---------- Dmg.mod +18% light Res.pen +26% darkness Acc +15 (+4 eff.) Melee Ret 10 mind ----- def ----- Armour +6 Resists +25% nature +26% blight Phys.save +18 (+5 eff.) Die.at -60.00 life Poison- +44% Disease- +35% Amulets make your neck look great! |
Mayobrelle =T4 fodder=0.1 T4 amulet jewelry [Random Unique] Arcane While equipped: Stats +9 Mag dps ---------- Spell.crit +10% Spell.pwr +6 (+1 eff.) Melee+ 13 light 11 darkness Dmg.mod +7% temporal +19% light +6% physical +3% arcane +18% darkness On Melee Ret: * 13% chance to reduce damage dealt by 38% * 13% chance to blind ----- def ----- Resists +6% blight ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Amulets make your neck look great! |
grounding stralite amulet of dexterity (+9)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +9 Dex ----- def ----- Resists +21% lightning Stun/Frz- +32% Amulets make your neck look great! |
stralite amulet 'Pitchrace'0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +13 Str dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +9% cold On Hit (Melee): * 20% chance to reduce damage dealt by 38% ----- def ----- Armour +12 Die.at -80.00 life Amulets make your neck look great! |
stralite amulet 'Xerylle'0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +4 Wil +5 Cun +2 Con ----- def ----- Defense +25 (+6 eff.) Resists +6% nature +18% darkness Phys.save +22 (+6 eff.) Spell.save +21 (+7 eff.) Mind.save +22 (+5 eff.) Die.at -86.72 life Max.HP +108.40 Amulets make your neck look great! |
Elurinne the Arctrail =+25% ltng=0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +20 (+3 eff.) Res.pen +25% lightning ----- def ----- Resists +24% acid +12% physical +17% mind +12% cold Teleport- +22% ---------- misc Stam/turn +1.20 Max.mana +113.58 Max.vim +56.79 Amulets make your neck look great! |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.5 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 461.02 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
savior's voratun amulet of vision0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +18 (+5 eff.) Spell.save +23 (+8 eff.) Mind.save +20 (+5 eff.) Blind- +19% ---------- misc Infravis +5 Sight +2 See.Invis +7 Amulets make your neck look great! |
voratun amulet 'Eilinytha'0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.crit +5% Apr +7 ----- def ----- Defense +35 (+8 eff.) Fatigue -10% Resists +4% physical Spell.save +12 (+4 eff.) Die.at -95.16 life HP.reg +5.00 ---------- misc Mana/turn +0.12 Max.mana +118.95 Amulets make your neck look great! |
voratun amulet 'Flashblast'0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +6 Wil dps ---------- Phys.crit +6.0% Mind.pwr +30 (+6 eff.) Dmg.mod +12% darkness +15% physical Res.pen +27% lightning Apr +3 Melee Ret 6 mind ----- def ----- Resists +23% temporal Phys.save +15 (+4 eff.) Pinning- +44% Knockbk- +50% Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 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. |
Yvomira the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +2.0% On Hit (Melee): * 20 arcane resource burn ----- def ----- Phys.save +4 (+1 eff.) Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
Bethawyn the Frigidpanic0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +3% physical Res.pen +15% cold +5% physical Apr +3 ----- def ----- Resists +2% physical Max.HP +52.00 HP.reg +11.00 Heal.mod +14% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
Deepssage0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +12% acid +3% darkness +6% mind +14% nature Melee Ret 4 mind ----- def ----- Resists +28% nature +24% acid Mind.save +6 (+1 eff.) Rings make your fingers look great! |
Lightningrage0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Spell.crit +1% Res.pen +15% lightning ----- def ----- Phys.save +8 (+2 eff.) Spell.save +6 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.24 Max.vim +50.00 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 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Masteries +0.20 Psionic/Blade offense Shadowstep: Level 3.5 Pwr.cost 50 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Uladothad0.1 T2 ring jewelry [Rare] Master While equipped: Stats +9 Str dps ---------- Phys.crit +1.0% Dmg.mod +6% blight Res.pen +20% arcane Phasing +20% On Hit (Melee): * 20% chance to reduce all saves and defense by 48 ----- def ----- Armour +8 Defense +20 (+5 eff.) Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Masteries +0.20 Wild-gift/Rain Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 27.85 cold and 24.83 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate =T2 fodder=0.1 T2 ring jewelry [Unique] Arcane While equipped: 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. Uses 1 power out of 1/1 "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? |
savior's steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Rings make your fingers look great! |
steel ring of misery0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 9 physical Ranged+ 5 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 48 On Hit (Ranged): * 12% chance to reduce all saves and defense by 48 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 313% weapon damage over 7 turns, and all healing will be reduced by 65%. Rings make your fingers look great! |
titan's steel ring of clarity =-22% conf=0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Mind.save +5 (+1 eff.) Confus- +22% Rings make your fingers look great! |
Airtrial0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Dex +5 Mag dps ---------- Spell.crit +2% Res.pen +10% blight Phasing +20% Acc +8 (+2 eff.) ----- def ----- Resists +15% lightning Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Vim/s.crit +2.00 Rings make your fingers look great! |
Salibrenor =T3 fodder=0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +20 (+4 eff.) Spell.pwr +5 (+0 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +14% darkness +6% blight Melee Ret 2 blight 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +28% darkness Rings make your fingers look great! |
gold ring of life0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +46.00 HP.reg +7.00 Heal.mod +12% Rings make your fingers look great! |
solipsist's gold ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +8 (+2 eff.) Rings make your fingers look great! |
titan's gold ring of perseverance0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+2 eff.) HP.reg +3.00 Stun/Frz- +27% Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Tidepulverizer the stralite ring0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +10 Wil dps ---------- Spell.crit +7% Crit.mult +15.00% Spell.pwr +10 (+1 eff.) Dmg.mod +6% arcane +18% fire Res.pen +25% arcane +10% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Resists +36% fire ---------- misc Max.vim +30.00 Rings make your fingers look great! |
Zakath the Mucusgrit =+25% ntr pen=0.1 T4 ring jewelry [Rare] Master While equipped: Stats +9 Dex dps ---------- Dmg.mod +15% fire Res.pen +25% nature Acc +18 (+5 eff.) ----- def ----- Resists +9% nature +18% cold +5% arcane +9% light Crit.chn- 15.00% Rings make your fingers look great! |
marksman's stralite ring of lightning (+20%)0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +10% lightning Acc +10 (+3 eff.) ----- def ----- Resists +20% lightning Rings make your fingers look great! |
savage's stralite ring of misery0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +3 Con dps ---------- Melee+ 12 physical Ranged+ 17 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 48 On Hit (Ranged): * 14% chance to reduce all saves and defense by 48 ----- def ----- Spell.save +13 (+5 eff.) ---------- misc Hate/m.crit +1.00 Max.stam +19.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 313% weapon damage over 7 turns, and all healing will be reduced by 65%. Rings make your fingers look great! |
solipsist's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- Max.HP +56.00 HP.reg +12.00 Heal.mod +15% Rings make your fingers look great! |
stralite ring0.1 T4 ring jewelry [Normal] Rings make your fingers look great! |
stralite ring 'Singewind'0.1 T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +10 Wil dps ---------- Spell.pwr +5 (+0 eff.) Dmg.mod +9% fire +13% darkness +12% light Melee Ret 2 fire ----- def ----- Resists +6% fire +26% darkness +9% light Mind.save +8 (+2 eff.) Rings make your fingers look great! |
treant's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +9% nature +9% blight Max.HP +40.00 HP.reg +5.00 Heal.mod +12% Poison- +18% Disease- +18% Rings make your fingers look great! |
Arcoracle the voratun ring0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +8 Cun dps ---------- Melee+ 26 physical Ranged+ 35 physical Dmg.mod +18% acid Res.pen +25% lightning +15% acid On Hit (Melee): * 19% chance to reduce all saves and defense by 48 On Hit (Ranged): * 14% chance to reduce all saves and defense by 48 ----- def ----- Resists +15% acid +21% cold ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 313% weapon damage over 7 turns, and all healing will be reduced by 65%. Rings make your fingers look great! |
Demonsorrow the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +7 Dex +7 Con dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +17% lightning +18% darkness Res.pen +25% darkness Acc +14 (+4 eff.) ----- def ----- Resists +34% lightning +6% darkness Rings make your fingers look great! |
Exiler =T5 fodder=0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 76.52 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Kilnwill the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Cun dps ---------- Melee Ret 10 fire On Hit (Melee): * 20% chance to slow global speed by 78% ----- def ----- Defense +20 (+5 eff.) Resists +9% blight +15% temporal +6% nature +18% cold Rings make your fingers look great! |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Singeglamour0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +14 (+3 eff.) Dmg.mod +33% lightning +15% fire Melee Ret 11 fire ----- def ----- Resists +12% acid +21% fire Rings make your fingers look great! |
marksman's voratun ring of pilfering0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +6 Dex dps ---------- Acc +28 (+7 eff.) Apr +12 ----- def ----- Defense +17 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% 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! |
painweaver's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +20 (+3 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +5% all Acc +14 (+4 eff.) Apr +10 ----- def ----- Defense +13 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% 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! |
savage's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Con ----- def ----- Spell.save +15 (+5 eff.) Max.HP +100.00 HP.reg +11.00 Heal.mod +14% ---------- misc Max.stam +40.00 Rings make your fingers look great! |
sneakthief's voratun ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +11 (+3 eff.) Rings make your fingers look great! |
sneakthief's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Cun +7 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Max.HP +74.00 HP.reg +16.00 Heal.mod +14% Rings make your fingers look great! |
voratun ring of misery0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun dps ---------- Melee+ 28 physical Ranged+ 27 physical On Hit (Melee): * 16% chance to reduce all saves and defense by 48 On Hit (Ranged): * 18% chance to reduce all saves and defense by 48 ---------- misc Hate/m.crit +2.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 158% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 59%. Rings make your fingers look great! |
warrior's voratun ring of pilfering0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +8 Str dps ---------- Acc +12 (+3 eff.) Apr +17 ----- def ----- Armour +16 Defense +17 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% 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! |
stormbringer's dwarven-steel greatsword (34-54 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Nature Power 34.0 - 54.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +26 lightning +40 cold While equipped: dps ---------- Mov.spd +53% Res.pen +24% lightning +24% cold Metallic Massive two-handed swords. |
flaming voratun longsword of projection (40-56 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane/Psionic Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +16 fire On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Metallic Sharp, long, and deadly. |
Dagger of the Past (25-32 power, 20 apr) =T3 fodder=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 (+3 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Metallic 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. |
inquisitor's thorny mindstar of disruption (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Disrupt Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +11% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Crit: * Deals 145 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eye of the Wyrm (16-17 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 10% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +12% lightning +12% physical +12% fire +12% cold +12% acid ----- def ----- Resists +10% acid +10% physical +10% fire +10% cold +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Sand Breath: Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe sand in a frontal cone of radius 9. Any target caught in the area will take 424.14 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Oozing Heart (17-18 power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+2 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 3.5 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 199.58 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
inquisitor's pulsing mindstar of life (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Disrupt Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Crit: * Deals 145 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- Max.HP +30.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Brodagund the living mindstar (17-19 power, 43 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +43 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +11% Mind.pwr +16 (+3 eff.) All.spd +10% Melee+ 16 fire Dmg.mod +23% mind +20% fire Res.pen +20% fire Apr +5 ----- def ----- Armour +8 Resists +6% fire Mind.save +8 (+2 eff.) ---------- misc Psi/m.crit +4.00 Max.psi +18.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Core of the Forge (24-26 power, 40 apr, dreamforge damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+2 eff.) Mind.pwr +16 (+3 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+3 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 4.5 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 73.79 mind damage, 76.93 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 6.70 mind and 6.99 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Eyal's Will (22-24 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+4 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 131.03 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
harmonious living mindstar of sand (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 11 physical Dmg.mod +6% nature +12% physical Res.pen +5% nature +13% physical ----- def ----- Resists +6% nature +13% physical ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful living mindstar (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +25% mind +10% darkness Res.pen +12% mind +11% darkness ---------- misc Max.hate +8.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
inquisitor's living mindstar of disruption (15-16 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +20% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Crit: * Deals 145 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Pitchstreak' (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit.r2 +12 darkness On Hit: * 20% chance to reduce damage dealt by 38% While equipped: Stats +8 Cun dps ---------- Mind.crit +5% Crit.mult +25.00% Mind.pwr +10 (+2 eff.) Dmg.mod +16% lightning +16% physical +12% darkness +16% cold +10% nature Res.pen +8% nature +20% arcane On Hit (Melee): * 22% chance to reduce damage dealt by 38% ----- def ----- Defense +36 (+8 eff.) Resists +10% nature +5% arcane Pinning- +35% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of storms (15-17 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +6 Dex +4 Mag +4 Wil +5 Cun +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 14 lightning Dmg.mod +8% lightning Res.pen +17% lightning ----- def ----- Resists +13% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mitotic living mindstar of balance (16-17 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +12.0% Atk.spd 100% On Hit: * 17% chance to slow global speed by 78% * 14% chance to reduce armor by 21% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+1 eff.) ---------- misc Equi/ret +1.10 Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mitotic living mindstar of life (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +15.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 78% * 14% chance to reduce armor by 21% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Max.HP +37.00 HP.reg +1.50 ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mitotic living mindstar of storms (17-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +17.0% Atk.spd 100% On Hit: * 6% chance to slow global speed by 78% * 12% chance to reduce armor by 21% While equipped: Stats +4 Str +5 Dex +4 Mag +6 Wil +4 Cun +3 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 13 lightning Dmg.mod +9% lightning Res.pen +12% lightning ----- def ----- Resists +18% lightning ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's living mindstar of balance (18-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 18.0 - 19.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +7% nature ----- def ----- Resists +8% blight Phys.save +5 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Disease- +17% ---------- misc Equi/ret +1.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
protector's living mindstar of life (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Disrupt Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Resists +7% all Max.HP +33.00 HP.reg +1.80 ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
voratun steamsaw 'Fulethel' (40-60 power, 0 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Psionic/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +97 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +17 Con +13 Wil dps ---------- Res.pen +15% all Acc +25 (+7 eff.) Apr +12 On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +12% lightning +9% temporal +18% mind Spell.save +6 (+2 eff.) Die.at -40.00 life Max.HP +146.00 ---------- misc Talents +3 Block Metallic Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw of earthen fury (38-57 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Nature/Steamtech Power 38.0 - 57.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +103 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +17 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Metallic Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Zybar =T2 fodder=4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 lightning On Crit.r2 +8 mind While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +12% lightning +6% blight Res.pen +5% blight +8% all Acc +23 (+6 eff.) Apr +11 ---------- misc Max.mana +80.00 Longbows are used to shoot arrows at your foes. |
blazebringer's iron steamgun of piercing4.0 T1 steamgun 1H weapon Reqs Shoot [Ego++] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% On Crit.r2 +12 fire Uses 2.0 Steam While equipped: dps ---------- All.spd +3% Res.pen +8% fire +7% all Acc +8 (+2 eff.) Apr +7 Metallic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
arcing pouch of dwarven-steel shots of corruption (24/24, 35-42 power, 3 apr)3.0 T3 shot ammo [Ego+] Arcane Power 35.5 - 42.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 24 On Hit: 20% Curse of Death 3 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 30 damage Metallic Shots are used with slings to pummel your foes to death. |
focusing linen robe of darkness (+21%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +14% darkness ----- def ----- Resists +21% darkness +7% all ---------- misc Mana/turn +0.16 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +12% darkness +12% mind +11% all Phys.save +14 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +25 (+6 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour) =+10% ntr pen=2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Neroyara (4 def, 3 armour) =T5 fodder=2.0 T5 cloth armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +6 Mag +6 Wil +4 Cun +3 Con dps ---------- Spell.crit +8% Spell.pwr +8 (+1 eff.) Dmg.mod +12% light +20% darkness ----- def ----- Armour +3 Defense +4 (+1 eff.) Resists +9% temporal +15% all Phys.save +22 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.20 Psi/turn +0.27 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Branaruirig the drakeskin leather armour (20 def, 8 armour) =+15 WIL=9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Cun +15 Wil dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +15% blight +8% physical +28% darkness +6% cold Phys.save +16 (+4 eff.) Mind.save +23 (+5 eff.) ---------- misc Light +2 Infravis +2 A suit of armour made of leather. |
Polodamira the Treepulverizer (20 def, 8 armour)9.0 T5 light armor [Rare] Master While equipped: dps ---------- Crit.mult +21.86% Mind.pwr +32 (+6 eff.) Dmg.mod +15% mind Res.pen +25% lightning +25% mind On Hit (Melee): * 21% chance to slow global speed by 78% ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +29% acid ---------- misc Equi/ret +0.20 A suit of armour made of leather. |
enlightening drakeskin leather armour of alacrity (20 def, 8 armour)9.0 T5 light armor [Ego++] Master/Psionic While equipped: Stats +6 Cun +3 Wil dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Mind.save +15 (+3 eff.) A suit of armour made of leather. |
Swampbone the steel mail armour (2 def, 6 armour) =+15% ntr pen=14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% light +12% nature Res.pen +20% light +15% nature On Hit (Melee): * 20% chance to slow global speed by 78% * 20% chance to reduce armor by 21% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +21% lightning +18% acid Metallic A suit of armour made of mail. |
fortifying dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +5 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +51.00 Metallic A suit of armour made of mail. |
voratun mail armour 'Airtreason' (5 def, 10 armour) =+15% ltng pen=14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Disrupt/Master/Psionic While equipped: dps ---------- Dmg.mod +9% lightning +3% cold Res.pen +15% lightning +10% cold Melee Ret 10 lightning ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +18% blight +27% lightning +8% mind +16% nature D.Red.from +9% Unnatural Mind.save +24 (+6 eff.) Metallic A suit of armour made of mail. |
Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+2 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+4 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Metallic Dominate: Level 3.5 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 23 Armour, 33 Defense and your attacks will gain 42% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
voratun plate armour of command (13 def, 22 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +6 Cun ----- def ----- Armour +22 Defense +13 (+3 eff.) Fatigue +22% Mind.save +21 (+5 eff.) Metallic A suit of armour made of metal plates. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Noonwish the drakeskin leather belt =T5 fodder=1.0 T5 belt armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +33 (+5 eff.) S.pwr/crit +11 Res.pen +15% light Melee Ret 11 nature ----- def ----- Fatigue -10% Resists +18% light ---------- misc Max.enc +60 Mana/turn +0.24 Mana/s.crit +2.24 Max.mana +80.00 A belt that goes around your waist. |
Porona the drakeskin leather belt1.0 T5 belt armor [Rare] Master While equipped: Stats +6 Dex +5 Mag +3 Wil +6 Cun +10 Lck dps ---------- On Hit (Melee): * 22% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Armour +10 Defense +15 (+4 eff.) Resists +6% lightning +15% cold +15% nature Stealth +14 Die.at -80.00 life Knockbk- +22% ---------- misc T.Disarm +30 Max.mana +100.00 Infravis +6 A belt that goes around your waist. |
Siluta the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +5 Str +5 Wil +6 Con dps ---------- Phys.pwr +14 (+3 eff.) ----- def ----- Armour +8 Resists +12% acid +2% physical +5% arcane +12% blight Phys.save +10 (+3 eff.) Mind.save +12 (+3 eff.) Max.HP +83.00 Silence- +20% Disarm- +20% ---------- misc Size +1 A belt that goes around your waist. |
Ereluvor (1 def, 4 armour) =-20% conf=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +3% darkness Die.at -20.00 life HP.reg +4.00 Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chaledorek the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Mag +6 Wil dps ---------- Mind.crit +4% Crit.mult +18.00% Dmg.mod +12% blight Acc +8 (+2 eff.) Apr +10 ----- def ----- Defense +2 (+1 eff.) Stealth +11 ---------- misc Max.hate +8.00 See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 297 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Greenterror the elven-silk cloak (3 def, 12 armour) =+15% ntr pen=2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +21% nature Res.pen +15% nature +25% acid On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Armour +12 Defense +3 (+1 eff.) Resists +12% nature +29% cold ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Liselrann the Sleetwedge (13 def, 8 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +9% lightning Acc +35 (+9 eff.) Melee Ret 4 cold ----- def ----- Armour +8 Defense +13 (+3 eff.) Fatigue -10% Resists +24% cold Phys.save +23 (+6 eff.) Spell.save +21 (+7 eff.) Mind.save +24 (+6 eff.) Max.HP +102.00 ---------- misc Max.stam +24.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiance (15 def, 0 armour) =T5 fodder=2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+3 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+4 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
marshal's elven-silk cloak of the guardian (14 def, 3 armour)2.0 T5 cloak armor [Ego++] Master While equipped: Stats +2 Str +5 Con ----- def ----- Armour +3 Defense +14 (+3 eff.) Phys.save +23 (+6 eff.) Spell.save +16 (+6 eff.) Mind.save +18 (+4 eff.) Max.HP +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Gorerain the pair of hardened leather boots (0 def, 6 armour) =-20% stun=2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind +12% blight Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 48 ----- def ----- Armour +6 Resists +12% blight Stun/Frz- +20% ---------- misc Infravis +1 A pair of boots made of leather. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +10 (+3 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+0 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Beluwe the Jetcutter (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +18% lightning +9% darkness Res.pen +20% darkness ----- def ----- Armour +5 Fatigue -7% Resists +6% darkness Phys.save +10 (+3 eff.) ---------- misc Max.enc +30 Stam/turn +0.60 Max.stam +29.00 Rush: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 25/25. Range 8 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. |
Cloudhunter (15 def, 5 armour) =+20% ltng pen=2.0 T5 feet armor [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +9% lightning +21% physical Res.pen +20% lightning Apr +14 Melee Ret 11 lightning ----- def ----- Armour +5 Defense +15 (+4 eff.) HP.reg +10.00 Heal.mod +19% ---------- misc Stam/turn +3.35 A pair of boots made of leather. |
blightbringer's pair of drakeskin leather boots of disengagement (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +10 Mag +3 Cun dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +8% acid +10% blight ----- def ----- Armour +5 Disease- +39% Disengage: Puts all charms on 15 cooldown Level 2.5 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 156% 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. A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% Metallic These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
restorative pair of voratun boots of force (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Nature/Master/Psionic While equipped: dps ---------- Phys.pwr +18 (+4 eff.) Spell.pwr +15 (+2 eff.) Mind.pwr +16 (+3 eff.) ----- def ----- Armour +5 Fatigue +4% HP.reg +6.00 Heal.mod +18% Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 3.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 320.82 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Malarath (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Nature/Disrupt While equipped: Stats +2 Con dps ---------- Crit.mult +5.00% Phys.pwr +29 (+6 eff.) Melee+ 15 nature 14 fire Dmg.mod +11% fire +11% nature +9% mind Acc +22 (+6 eff.) Apr +18 ----- def ----- Armour +3 Resists +15% blight +8% fire +10% nature Spell.save +21 (+7 eff.) ---------- misc Max.stam +20.00 Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +19 Crit +5.0% Atk.spd 100% On Crit.r2 +13 nature +15 fire On Hit: 10% Venomous Breath 5 On Hit: 10% Fire Breath 5 On Hit: * 25% chance to slow global speed by 78% * 22% chance to reduce armor by 21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Voidwild' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Melee+ 9 nature Dmg.mod +7% nature +9% mind On Hit (Melee): * 20% chance to reduce damage dealt by 38% ----- def ----- Armour +2 Fatigue +3% Resists +7% nature +12% acid Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +10 nature On Hit: 10% Venomous Breath 3 Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
Mirath (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Con dps ---------- Phys.pwr +20 (+4 eff.) Mind.pwr +8 (+2 eff.) Melee+ 8 fire 33 mind 21 darkness Dmg.mod +8% fire Acc +10 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 48 ----- def ----- Armour +3 Fatigue +5% Resists +16% fire +5% arcane +3% darkness Phys.save +17 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save -2 (-1 eff.) Disarm- +45% Unarmed combat: Power 27.5 - 38.5 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +21 physical On Crit.r2 +9 fire On Hit: 10% Reproach 5 On Hit: 10% Juggernaut 1 On Hit: 10% Fire Breath 5 Metallic Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 18% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Masteries +0.20 Psionic/Blade offense Unarmed combat: Power 26.0 - 36.4 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Metallic Instill Fear: Level 4.5 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 54.27 mind and 43.74 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 42% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 42. Terrified: Deals 13.40 mind and 10.80 darkness damage per turn and increases cooldowns by 65%. Haunted: Causes the target to suffer 21.10 mind and 17.00 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
heroic voratun gauntlets of the nighthunter (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Cun dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +7 Fatigue +5% Resists +10% darkness Mind.save +11 (+2 eff.) Max.HP +49.00 ---------- misc Infravis +3 Unarmed combat: Power 39.0 - 54.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +17 Apr +15 Crit +17.0% Atk.spd 83% Melee+ +12 darkness On Hit: 10% Battle Shout 5 On Crit: 10% Dominate 5 Metallic Track: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring voratun gauntlets of the iron hand (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +3 Str +3 Wil +4 Con dps ---------- On Melee Ret: * 34 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Spell.save +8 (+3 eff.) Disarm- +32% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Disarm 5 On Hit: * 15 arcane resource burn Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Pyremarrow' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 13 nature Dmg.mod +11% nature +3% darkness Res.pen +10% fire Melee Ret 10 fire ----- def ----- Armour +3 Fatigue +5% Resists +8% nature +5% arcane Die.at -40.00 life Heal.mod +20% Confus- +20% Unarmed combat: Power 29.0 - 40.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +14 nature On Hit: 10% Venomous Breath 5 Metallic Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of sorrow (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Psionic While equipped: dps ---------- Mind.pwr +7 (+1 eff.) Melee+ 22 mind 25 darkness On Hit (Melee): * 22% chance to reduce all saves and defense by 48 ----- def ----- Armour +3 Fatigue +5% Mind.save -8 (-2 eff.) Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Reproach 5 Metallic Ruined Earth: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
Bleakwaker the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Cun +7 Str dps ---------- Mind.pwr +20 (+4 eff.) Dmg.mod +3% light +3% darkness Melee Ret 2 light On Hit (Melee): * 20% chance to reduce damage dealt by 38% ----- def ----- Armour +3 Fatigue +3% Resists +3% darkness A hat made of leather. Very stylish. |
Glarepiercer the hardened leather hat (0 def, 3 armour) =+6 DEX=2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex +4 Mag dps ---------- Crit.mult +20.00% Phasing +20% ----- def ----- Armour +3 Fatigue +3% Resists +6% light ---------- misc Vim/s.crit +2.00 Max.vim +40.00 A hat made of leather. Very stylish. |
Malslek the Accursed's Hat (2 def, 0 armour)2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+1 eff.) Mind.pwr +15 (+3 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Eastern Wood Hat (15 def, 0 armour)2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+10 eff.) Apr +15 ----- def ----- Defense +15 (+4 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
bladed drakeskin leather hat of strength (+21) (0 def, 5 armour) =+21 STR=2.0 T5 head armor [Ego+] Master While equipped: Stats +21 Str ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1019.1 Physical damage. If the attack hits, the target is confused (44% effect) for 6 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 hat made of leather. Very stylish. |
elven-silk wizard hat of light (+24%) (3 def, 0 armour)2.0 T5 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +16% light ----- def ----- Defense +3 (+1 eff.) Resists +24% light A pointy cloth hat, very wizardly... |
champion's hardened leather cap of the bounder (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +8 Str +7 Dex +1 Wil ----- def ----- Armour +3 Fatigue +3% Mind.save +8 (+2 eff.) ---------- misc Light +1 Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1019.1 Physical damage. If the attack hits, the target is confused (44% effect) for 6 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 cap made of leather. |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+5 eff.) Apr +15 ----- def ----- Defense +10 (+3 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Steamcatcher (12 def, 0 armour)2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+3 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+3 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Bregiroddalach (6 def, 12 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Wil dps ---------- Mind.crit +2% On Hit (Melee): * 20% chance to reduce all saves and defense by 48 ----- def ----- Armour +12 Defense +6 (+2 eff.) Fatigue +5% Resists +15% blight +5% all Phys.save +12 (+3 eff.) Mind.save +9 (+2 eff.) ---------- misc Stam/ret +0.70 Equi/ret +1.52 Max.hate +4.00 A cap made of leather. |
Duvehell the Moldrebel (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +19 Str +11 Dex +3 Wil dps ---------- Dmg.mod +6% nature Res.pen +10% acid Melee Ret 6 acid ----- def ----- Armour +5 Fatigue +5% Crit.chn- 10.00% Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1019.1 Physical damage. If the attack hits, the target is confused (44% effect) for 6 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 cap made of leather. |
Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Sootreeve the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +17 Lck +9 Str dps ---------- Phys.crit +6.0% Spell.crit +4% Mind.crit +5% Dmg.mod +15% darkness Melee Ret 10 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Armour +5 Fatigue +5% Resists +5% arcane Phys.save +16 (+4 eff.) A cap made of leather. |
X-Ray Goggles (10 def, 0 armour)2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+5 eff.) ----- def ----- Defense +10 (+3 eff.) Blind- +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
drakeskin leather cap 'Phoenixwitch' (5 def, 11 armour) =+20% fire pen=2.0 T5 head armor [Random Unique] Disrupt/Master While equipped: Stats +3 Cun +5 Dex dps ---------- Dmg.mod +6% fire Res.pen +20% fire Apr +5 Melee Ret 4 fire ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +5% Resists +12% blight +15% fire +15% nature +4% all Phys.save +12 (+3 eff.) A cap made of leather. |
thaloren drakeskin leather cap of the depths (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +7 Wil ----- def ----- Armour +5 Fatigue +5% Resists +10% blight +17% cold Mind.save +11 (+2 eff.) ---------- misc Breathe water A cap made of leather. |
iron helm 'Flamevengeance' (0 def, 3 armour) =depths=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Res.pen +10% nature Melee Ret 6 fire On Hit (Melee): * 20% chance to slow global speed by 78% ----- def ----- Armour +3 Fatigue +5% Resists +3% fire +7% cold ---------- misc Breathe water Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Metallic Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Metallic A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Metallic Bellowing Roar: Level 4.5 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 313.47 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Metallic Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Borydofast (25 def, 5 armour) =-20% stun=3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +6 Wil dps ---------- Melee Ret 6 acid ----- def ----- Armour +5 Defense +25 (+6 eff.) Fatigue +5% Resists +27% lightning Phys.save +18 (+5 eff.) Mind.save +15 (+3 eff.) Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Velenor (0 def, 5 armour) =+11 DEX; depths=3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Master While equipped: Stats +11 Dex +2 Mag +4 Con dps ---------- Dmg.mod +12% mind ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +24% cold +15% nature Mind.save +6 (+1 eff.) ---------- misc Hate/m.crit +1.00 Light +2 Breathe water Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Rimespiker' (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Str +12 Dex +9 Wil +6 Cun dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +6% temporal Apr +8 ----- def ----- Armour +5 Fatigue +5% Resists +12% cold +12% physical Phys.save +13 (+3 eff.) ---------- misc Max.hate +4.00 Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's voratun helm of the bounder (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +11 Str +11 Dex +4 Cun +6 Con ----- def ----- Armour +5 Fatigue +5% Metallic Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1019.1 Physical damage. If the attack hits, the target is confused (44% effect) for 6 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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 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. |
19 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. |
16 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 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. |
8 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. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
8 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
13 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
7 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. |
10 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 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. |
10 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 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. |
12 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus =T2 fodder=0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Runed Skull =T5 fodder=3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Lifebinding Emerald0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-5 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+2 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
71 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern 'Glaresear'2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Apr +3 ----- def ----- Resists +1% physical +3% all Spell.save +6 (+2 eff.) ---------- misc Stam/turn +3.00 Light +4 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. |
Cracklefoe the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid Res.pen +10% lightning +10% arcane +25% acid On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Resists +15% acid +5% arcane Phys.save +9 (+2 eff.) Heal.mod +19% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Belurin1.0 T5 lite [Rare] Psionic While equipped: Stats +4 Dex +7 Wil +6 Cun +3 Con dps ---------- Dmg.mod +21% acid +15% mind +21% arcane Res.pen +25% acid Melee Ret 6 arcane ----- def ----- Resists +21% acid ---------- misc Light +5 Infravis +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Neremissra the Duathelkin1.0 T5 lite [Rare] Psionic While equipped: Stats +6 Wil dps ---------- Dmg.mod +21% acid +15% mind Res.pen +25% darkness +25% lightning Melee Ret 10 lightning ----- def ----- Resists +20% darkness ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
preserving dwarven lantern of the zealot1.0 T5 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Con ----- def ----- Resists +12% blight +3% all Spell.save +6 (+2 eff.) HP.reg +8.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's dwarven lantern of the zealot1.0 T5 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +11 (+4 eff.) Blind- +35% Confus- +16% ---------- misc Light +10 See.Stealth +18 See.Invis +12 Track: Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 38 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. |
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 (+3 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 80 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 16.39 cold damage and 14.61 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
voratun back support0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Metallic Tinkers can be attached to normal items to improve them with steam power! |
amazing air recycler0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Metallic Tinkers can be attached to normal items to improve them with steam power! |
perfect focus lens0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed Metallic Tinkers can be attached to normal items to improve them with steam power! |
perfect head lamp0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +25 (+7 eff.) ---------- misc Light +7 Metallic Tinkers can be attached to normal items to improve them with steam power! |
perfect poison groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Metallic Tinkers can be attached to normal items to improve them with steam power! |
perfect poison groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Metallic Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Metallic Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Metallic Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +35% Undead +35% Demon +35% Horror Metallic Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +35% Undead +35% Demon +35% Horror Metallic Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 58] amazing fiery salve [power 58]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 257% efficiency and 66% cooldown modifier. Remove 3 magical effects and grants a fiery aura (58% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 58] amazing frost salve [power 58]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 257% efficiency and 66% cooldown modifier. Remove 3 physical effects and grants a frost aura (58% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 842] amazing healing salve [power 842]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 257% efficiency and 66% cooldown modifier. Heal 842 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 736] amazing pain suppressor salve [power 736]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 257% efficiency and 66% cooldown modifier. Let you fight up to -736 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing regeneration salve [power 1064] amazing regeneration salve [power 1064]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 257% efficiency and 66% cooldown modifier. Heal 1064 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing unstoppable force salve [power 233] amazing unstoppable force salve [power 233]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 257% efficiency and 66% cooldown modifier. Increases all saves by 233 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing water salve [power 58] amazing water salve [power 58]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 257% efficiency and 66% cooldown modifier. Remove 3 mental effects and grants a water aura (58% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Bethugana the Blazecut (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +3 Str +2 Wil +4 Cun dps ---------- Dmg.mod +6% nature Res.pen +25% lightning ----- def ----- Resists +11% nature ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 563.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) ---------- misc Masteries +0.20 Psionic/Blade bending Psionic Pull: Level 4.5 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 150 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Chillfame the stralite torque of mindblast [power 295] (15 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% blight Res.pen +5% acid +10% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Resists +15% acid +6% blight Blast the opponent's mind dealing 395 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 66. 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Isanor the Quenchrace [power 370] (15 cooldown) =mindblast=2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% light +6% cold Res.pen +15% darkness +15% cold ----- def ----- Resists +15% darkness +15% cold Blast the opponent's mind dealing 495 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind 'Camyhad' [power 5] (25 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Phys.crit +6.0% Crit.mult +20.00% Res.pen +29% physical Apr +11 ----- def ----- Resists +6% physical Die.at -95.16 life Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 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 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
elven-wood totem of healing 'Ragivor' [power 620] (19 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +15% acid Res.pen +5% arcane +15% acid Melee Ret 2 arcane ----- def ----- Resists +5% arcane Heal yourself and all friendly characters within 10 spaces for 620 Puts all charms on 19 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Relgiyaregorach the Winterslice [power 560] (15 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +5 Str +6 Dex +6 Cun dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +9% cold ----- def ----- Armour +16 ---------- misc Max.stam +30.00 Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 15 cooldown 100% to increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 78% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Yvokira [power 452] (15 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Spell.crit +2% Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce armor by 21% ---------- misc Mana/s.crit +2.00 Max.mana +100.00 Heal yourself and all friendly characters within 10 spaces for 452 Puts all charms on 15 cooldown 100% to increase all damage by 30% for 2 turns. 100% to heal for 97. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Levdir the Krog Harbinger level 29
56th Regrowth 123rd year of Ascendancy at 01:56 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Levdir the Krog Harbinger level 41
43rd Dusk 123rd year of Ascendancy at 22:39 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Levdir the Krog Harbinger level 28
54th Regrowth 123rd year of Ascendancy at 11:20 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Levdir the Krog Harbinger level 22
2nd Wintertide 123rd year of Ascendancy at 10:10 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Levdir the Krog Harbinger level 32
20th Pyre 123rd year of Ascendancy at 03:31 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Levdir the Krog Harbinger level 38
1st Dusk 123rd year of Ascendancy at 00:29 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Levdir the Krog Harbinger level 31
6th Pyre 123rd year of Ascendancy at 11:11 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Levdir the Krog Harbinger level 27
44th Regrowth 123rd year of Ascendancy at 12:19 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Levdir the Krog Harbinger level 48
14th Haze 123rd year of Ascendancy at 14:49 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Levdir the Krog Harbinger level 18
72nd Haze 122nd year of Ascendancy at 06:28 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Levdir the Krog Harbinger level 50
62nd Regrowth 124th year of Ascendancy at 10:36 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Levdir the Krog Harbinger level 30
68th Regrowth 123rd year of Ascendancy at 20:58 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Levdir the Krog Harbinger level 41
43rd Dusk 123rd year of Ascendancy at 00:13 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Levdir the Krog Harbinger level 17
43rd Haze 122nd year of Ascendancy at 08:27 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Levdir the Krog Harbinger level 27
49th Regrowth 123rd year of Ascendancy at 14:01 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Levdir the Krog Harbinger level 39
4th Dusk 123rd year of Ascendancy at 01:13 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Levdir the Krog Harbinger level 50
33rd Haze 123rd year of Ascendancy at 08:07 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Levdir the Krog Harbinger level 50
62nd Regrowth 124th year of Ascendancy at 12:08 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Levdir the Krog Harbinger level 26
39th Regrowth 123rd year of Ascendancy at 02:38 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Levdir the Krog Harbinger level 41
42nd Dusk 123rd year of Ascendancy at 21:01 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Levdir the Krog Harbinger level 10
1st Flare 122nd year of Ascendancy at 07:23 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Levdir the Krog Harbinger level 20
2nd Decay 122nd year of Ascendancy at 12:22 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Levdir the Krog Harbinger level 30
67th Regrowth 123rd year of Ascendancy at 23:59 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Levdir the Krog Harbinger level 40
18th Dusk 123rd year of Ascendancy at 05:51 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Levdir the Krog Harbinger level 50
31st Haze 123rd year of Ascendancy at 04:34 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Levdir the Krog Harbinger level 50
31st Haze 123rd year of Ascendancy at 22:10 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Levdir the Krog Harbinger level 26
31st Regrowth 123rd year of Ascendancy at 01:26 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Levdir the Krog Harbinger level 42
56th Dusk 123rd year of Ascendancy at 01:22 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Levdir the Krog Harbinger level 39
8th Dusk 123rd year of Ascendancy at 03:51 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Levdir the Krog Harbinger level 30
3rd Pyre 123rd year of Ascendancy at 13:15 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Levdir the Krog Harbinger level 12
7th Dusk 122nd year of Ascendancy at 13:43 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Levdir the Krog Harbinger level 50
31st Haze 123rd year of Ascendancy at 21:18 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Levdir the Krog Harbinger level 18
67th Haze 122nd year of Ascendancy at 04:35 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Levdir the Krog Harbinger level 34
43rd Pyre 123rd year of Ascendancy at 15:08 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Levdir the Krog Harbinger level 27
45th Regrowth 123rd year of Ascendancy at 03:19 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Levdir the Krog Harbinger level 17
41st Haze 122nd year of Ascendancy at 07:45 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Levdir the Krog Harbinger level 27
53rd Regrowth 123rd year of Ascendancy at 19:37 see stats
Well trained (Nightmare (Adventure) difficulty)
Deal one million damage to training dummies in a single training session.By Levdir the Krog Harbinger level 30
69th Regrowth 123rd year of Ascendancy at 14:50 see stats
Log
You detach voratun mental stimulator from your werebeast's voratun helm of the bounder (0 def, 5 armour).
You attach voratun mental stimulator to your Steam Powered Helm (3 def, 12 armour) .
Levdir wears (replacing Yvokira [power 452] (15 cooldown)): Honeywood Chalice.
Resting starts...
Talent Battle Trance is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
Levdir activates Battle Trance.
Levdir deactivates Battle Trance.
Levdir wanders around!
You overdose on the honeyroot sap!
Levdir seems more focused.
Talent Battle Trance is ready to use.
Levdir activates Battle Trance.
Levdir deactivates Battle Trance.
Levdir wanders around!
You overdose on the honeyroot sap!
Resting starts...
Levdir seems more focused.
Talent Battle Trance is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).





























































































































































































