












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! 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:
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: 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 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.
Items Vault 1.7.6Donators/Buyers bonus! 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. Gunsnixed Lite 1.0.0 (1.7.0)Increases the minimum spawn level of Gunsnake from the Embers of Rage DLC (required) from 8 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Frequently Asked Questions: Hedge Clipper 1.0.0 (1.3.0)Increases the minimum spawn level of the Forest Troll Hedge-Wizard from 3 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) 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: 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. 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:
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: 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). 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 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:
Allow Transmo Schematics 0.0.2 (1.7.6)Allows schematics in the transmo chest. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Harbinger |
| Level / Exp | 50 / 1355% |
| Size | huge |
| Lifes / Deaths | Killed by Ivylenor the great wolf at level 17 on the 59th Haze 122nd year of Ascendancy at 16:21 4 / 3Killed by Cyrybrevea the venom drake at level 20 on the 1st Decay 122nd year of Ascendancy at 13:18 Killed by Isada the skeleton magus at level 25 on the 26th Regrowth 123rd year of Ascendancy at 01:48 |
| Antimagic | Follower |
Primary Stats
| Strength | 93 (base 60) |
| Dexterity | 67 (base 10) |
| Constitution | 67 (base 31) |
| Magic | 49 (base 15) |
| Willpower | 154.67115619849 (base 64) |
| Cunning | 126 (base 60) |
Resources
| Life | 2065/2065 |
| Steam | 100/100 |
| Equilibrium | 48 |
| Psi | 244/244 |
| Healing Factor | 1.4299763968091 |
| Regeneration | 31.714011235293 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +66.5115906557% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 19 |
| Infravision | 10 |
| See Stealth | 6 |
Offense: Mainhand
| Damage | 177 |
| Accuracy | 81 |
| Crit Chance | 77% |
| APR | 70 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 163 |
| Accuracy | 81 |
| Crit Chance | 86% |
| APR | 72 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 58% |
| Speed | 1 |
Offense: Mind
| Mindpower | 91 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +19% |
| Blight | +9% |
| Physical | +14% |
| Mind | +12% |
| All | 0% |
| Lightning | +69% |
| Light | +12% |
| Fire | +28% |
| Nature | +56% |
Offense: Damage Penetration
| Acid | +45% |
| Nature | +65% |
| Mind | +25% |
| Cold | +30% |
| All | +20% |
Defense: Base
| Armour (hardiness) | 12.999999999999 (53.292302510663%) |
| Defense | 80 |
| Ranged Defense | 80 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 62 |
| Mental Save | 73 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 57%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 34%( 73%) |
| All | + 23%( 70%) |
| Darkness | + 42%( 70%) |
| Physical | + 33%( 73%) |
| Lightning | + 73%( 73%) |
| Mind | + 55%( 70%) |
| Fire | + 29%( 73%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 85% |
| Teleport Resistance | 100% |
| Blind Resistance | 20% |
| Silence Resistance | 30% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 932 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 46% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| 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 234% efficiency and cooldown mod of 87%. Its effects scale with your Willpower stat. |
| 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 207% efficiency and cooldown mod of 72%. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Blaze | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Thunder | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Supercell | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Cyclone | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 2/5 |
| 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 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
| 4/5 |
| 1/5 |
| 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 | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
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 injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Cyrybrevea the venom drake. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)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 Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the worried loremaster from death by Mayywyn the patchwork troll. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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: 1397. | 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, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour) 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Phys.save +9 (+2 eff.) Pinning- +114% Knockbk- +15% Teleport- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 5.4 Pwr.cost 20 out of 20/20. Range 7 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Cracklepunish the alchemist's lamp 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Dex +5 Mag dps ---------- Dmg.mod +24% lightning +12% light On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Resists +6% lightning Max.HP +60.00 ---------- misc Light +9 Infravis +3 See.Stealth +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Belemina the drakeskin leather cap (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Master While equipped: Stats +8 Str +16 Dex +8 Wil dps ---------- Dmg.mod +9% acid +12% mind Res.pen +5% mind +15% acid On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Armour +5 Fatigue +5% Resists +13% blight +25% darkness Mind.save +10 (+2 eff.) Silence- +30% ---------- misc Infravis +7 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 592.2 Physical damage. If the attack hits, the target is confused (41% 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. |
| On hands | Spellhunt Remnants (6 def, 8 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+3 eff.) Max.HP +100.00 Disarm- +100% ---------- misc Light +1 Talents +5 Iron Grip Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Str, 40% Cun, 40% Dex Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Metallic Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 191.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | extending dragonbone totem of healing [power 512] (15 cooldown)2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 512 Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | psionicist's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +7 Wil ----- def ----- Mind.save +14 (+3 eff.) HP.reg +3.00 Stun/Frz- +22% Rings make your fingers look great! |
| On fingers | Rhublek the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Dex +5 Wil +5 Cun dps ---------- Mind.pwr +9 (+1 eff.) Dmg.mod +11% nature Apr +1 ----- def ----- Resists +22% nature Mind.save +8 (+2 eff.) Die.at -60.00 life Confus- +32% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
| Around neck | Aerumas0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +15 Lck dps ---------- Phys.pwr +10 (+2 eff.) Phys.spd +10% Dmg.mod +14% physical Acc +14 (+4 eff.) Melee Ret 4 physical ----- def ----- Defense +13 (+3 eff.) Resists +6% acid +27% mind +5% arcane Unseen.red 10% Confus- +33% ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
| In main hand | Eyal's Will (22-24 power, 69 apr, nature damage) 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 106% Wil, 35% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +69 Crit +5.0% Atk.spd 100% On Hit: * shock your foe dealing 41 damage and draining some of their resources While equipped: Stats +17 Wil dps ---------- Mind.crit +9% Mind.pwr +31 (+6 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 145.79 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. |
| Around waist | Olithel the Frozenswift 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Dex +6 Cun +5 Con dps ---------- Phys.crit +15.0% Mind.crit +12% Crit.mult +11.00% Phys.pwr +16 (+3 eff.) Dmg.mod +9% blight Res.pen +10% cold Melee Ret 4 cold ----- def ----- Fatigue -16% Resists +6% blight +6% cold Phys.save +15 (+4 eff.) ---------- misc Max.enc +40 Size +1 A belt that goes around your waist. |
| In off hand | mitotic living mindstar of disruption (17-18 power, 71 apr, nature damage) 3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt Power 17.0 - 18.7 Nature Uses 89% Wil, 53% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +71 Crit +14.0% Atk.spd 100% Against +26% Unnatural On Hit: * 15% chance to reduce armor by 11% * 14% chance to slow global speed by 76% * shock your foe dealing 39 damage and draining some of their resources * 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% While equipped: dps ---------- Mind.crit +5% Mind.pwr +17 (+3 eff.) ---------- 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. |
| 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 (+2 eff.) Resists +15% mind +30% lightning Phys.save +10 (+3 eff.) Spell.save +10 (+2 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 110 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 +6 Str +6 Dex +6 Mag +16 Wil +16 Cun +6 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 (+2 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
Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Phial of the Ultimate Bearness0.4 potion [Unique] Unknown Quaff phial's content. Impawssible?! |
medical injector implant of the duelist (efficiency 157% / cooldown 95%)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 157% efficiency and cooldown mod of 95%. Its effects scale with your Dexterity stat. 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 duelist (efficiency 152% / cooldown 93%)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 152% efficiency and cooldown mod of 93%. Its effects scale with your Dexterity stat. 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 duelist (efficiency 139% / cooldown 87%)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 139% efficiency and cooldown mod of 87%. Its effects scale with your Dexterity stat. 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 sneak (efficiency 214% / cooldown 81%)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 214% efficiency and cooldown mod of 81%. Its effects scale with your Cunning stat. 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 sneak (efficiency 171% / cooldown 90%)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 171% efficiency and cooldown mod of 90%. Its effects scale with your Cunning stat. 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 titan (efficiency 145% / cooldown 74%)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 145% efficiency and cooldown mod of 74%. Its effects scale with your Constitution stat. 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 warrior (efficiency 216% / cooldown 53%)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 216% efficiency and cooldown mod of 53%. Its effects scale with your Strength 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 duelist (steam 14)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.0 steam per turn. Can be activated for an instant burst of 70 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 14)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.6 steam per turn. Can be activated for an instant burst of 73 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 12)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.7 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 25%; reduction 5; 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 25% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 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 psychic (heal 411; 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 instantly heal yourself for 411 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 wizard (heal 141; 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 141 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the psychic (die at -913; dur 10; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 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 10 turns. While Heroism is active, you will only die when reaching -913 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 913 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the sneak (speed 967%; 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 increase movement speed by 967% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 499; 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 499 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 441; 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 441 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 titan (heal 442; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 442 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 715; 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 715 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 479; 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 479 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 titan (res 31%; magical, physical; 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 magical and physical effect and reduce all damage taken by 31% for 2 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 |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Glowmaster0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Cun +6 Con dps ---------- Dmg.mod +15% nature ----- def ----- Fatigue -5% Resists +12% light HP.reg +2.00 Amulets make your neck look great! |
Tulyromivor the copper amulet0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +9% arcane Phasing +10% Melee Ret 8 blight On Hit (Melee): * 10% chance to reduce armor by 11% ----- def ----- Spell.save +3 (+0 eff.) Mind.save +5 (+1 eff.) Confus- +11% Teleport- +10% ---------- misc Mana/s.crit +1.00 Amulets make your neck look great! |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Lightninghack the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +6% arcane Melee Ret 6 arcane ----- def ----- Resists +5% arcane +18% lightning ---------- misc Masteries +0.19 Wild-gift/Cyclone Amulets make your neck look great! |
steel amulet 'Morningsquall' =T2 fodder=0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Cun +3 Mag dps ---------- Crit.mult +12.00% Phys.pwr +6 (+1 eff.) Phys.spd +10% Dmg.mod +7% physical Acc +7 (+2 eff.) Apr +10 Melee Ret 6 mind ----- def ----- Resists +3% light Amulets make your neck look great! |
Prismglean the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +3 Mag ----- def ----- Armour +6 Defense +9 (+2 eff.) Resists +12% cold +9% light +6% mind Res.Cap +4% all Phys.save +18 (+5 eff.) Die.at -60.00 life Confus- +10% Stun/Frz- +20% ---------- misc Psi/ret +0.08 Amulets make your neck look great! |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+1 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+8 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
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 (106). 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. |
gold amulet 'Dawnspawn'0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Melee Ret 6 light 4 lightning ----- def ----- Resists +21% lightning +15% mind +12% light ---------- misc Light +3 Masteries +0.22 Wild-gift/Blizzard Amulets make your neck look great! |
gold amulet 'Searwrecker'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% fire Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 47 ----- def ----- Resists +21% lightning +12% fire +5% arcane Stun/Frz- +31% Amulets make your neck look great! |
Airviper0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +8.0% Res.pen +15% lightning +20% physical Acc +30 (+8 eff.) Apr +3 Melee Ret 8 physical ----- def ----- Resists +24% temporal Pinning- +42% Knockbk- +42% Amulets make your neck look great! |
Blastwill the stralite amulet0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +6 Str +5 Cun +5 Con dps ---------- Mind.crit +3% Mind.pwr +15 (+3 eff.) Dmg.mod +30% lightning ----- def ----- Resists +12% lightning ---------- misc Max.psi +30.00 Masteries +0.34 Wild-gift/Fungus Amulets make your neck look great! |
Mucusblood0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex +7 Wil +3 Cun +4 Con +17 Lck dps ---------- Dmg.mod +12% nature Acc +15 (+4 eff.) On Hit (Melee): * 21% chance to slow global speed by 76% ----- def ----- Defense +17 (+3 eff.) Resists +12% nature Crit.chn- 15.80% Unseen.red 17% ---------- misc See.Invis +15 Amulets make your neck look great! |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 3.5 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
stralite amulet 'Xanyyalle'0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +13 Str +12 Dex dps ---------- Melee Ret 10 physical ----- def ----- Defense +30 (+6 eff.) Resists +15% acid Amulets make your neck look great! |
Deligorach the Infernoquench =savior +25=0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +15% mind Apr +6 ----- def ----- Resists +5% physical +27% fire Phys.save +25 (+6 eff.) Spell.save +25 (+6 eff.) Mind.save +25 (+6 eff.) Die.at -80.00 life ---------- misc Stam/turn +3.06 Amulets make your neck look great! |
Elumira the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +12 Cun dps ---------- Res.pen +20% mind ----- def ----- Resists +9% blight Phys.save +46 (+12 eff.) Spell.save +46 (+11 eff.) Mind.save +43 (+10 eff.) ---------- misc Equi/ret +0.08 Amulets make your neck look great! |
Phoenixfame the voratun amulet0.1 T5 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Dmg.mod +15% fire Res.pen +26% fire ----- def ----- Defense +31 (+6 eff.) Resists +18% acid +3% physical +30% blight +18% cold +30% nature HP.reg +4.21 Poison- +50% Disease- +50% Amulets make your neck look great! |
protective voratun amulet of mastery (0.40 Wild-gift / Antimagic)0.1 T5 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Res.Cap +5% all Phys.save +24 (+6 eff.) ---------- misc Masteries +0.40 Wild-gift/Antimagic Amulets make your neck look great! |
vitalizing voratun amulet of vision0.1 T5 amulet jewelry [Ego++] Nature While equipped: Stats +5 Con ----- def ----- Phys.save +14 (+4 eff.) Max.HP +73.00 HP.reg +9.00 Blind- +21% ---------- misc Infravis +6 Sight +2 See.Invis +11 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. |
Blazesin0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +11% mind +3% fire On Hit (Melee): * 20% chance to slow global speed by 76% ----- def ----- Resists +11% mind +15% fire Rings make your fingers look great! |
Layema0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +15% mind Res.pen +10% mind ----- def ----- Resists +3% acid +3% fire HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
Layigawen the Torchwar0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% mind Melee Ret 6 fire ----- def ----- Resists +6% mind +9% fire Mind.save +7 (+1 eff.) Confus- +21% Rings make your fingers look great! |
Ragublek the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +11% acid +6% arcane Res.pen +20% acid Phasing +30% ----- def ----- Resists +22% acid Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
copper ring 'Blastoozer'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +3% temporal ----- def ----- Resists +3% nature +12% temporal Die.at -40.00 life HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
savior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +7 (+1 eff.) Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +23% Rings make your fingers look great! |
Eryhad the Nimbuslace =+25% ltng pen=0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning +12% cold +15% darkness Res.pen +25% lightning Melee Ret 8 acid ----- def ----- Resists +27% acid +18% cold Max.HP +30.00 Disarm- +32% Pinning- +31% Knockbk- +30% Rings make your fingers look great! |
Gilogalar the Sunwhisper =-30% stun=0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +12% light Res.pen +10% light +25% cold ----- def ----- Resists +15% acid +6% cold +15% light HP.reg +5.00 Stun/Frz- +30% Rings make your fingers look great! |
Muckraze =+15% ntr pen=0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +12% physical Res.pen +10% physical +15% nature +15% cold Apr +5 On Hit (Melee): * 20% chance to slow global speed by 76% ----- def ----- Resists +24% nature Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Masteries +0.20 Wild-gift/Rain Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 24.45 cold and 27.88 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. |
Venomborn0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +22% lightning +24% nature Melee Ret 10 light On Hit (Melee): * 20% chance to slow global speed by 76% ----- def ----- Resists +26% lightning +18% nature ---------- misc Light +2 Rings make your fingers look great! |
sneakthief's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +15 (+4 eff.) Apr +7 ----- def ----- Defense +9 (+2 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! |
steel ring 'Elomina'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +2 Con dps ---------- Dmg.mod +3% physical ----- def ----- Resists +6% lightning HP.reg +1.00 Cut- +20% Pinning- +20% Stun/Frz- +24% Rings make your fingers look great! |
steel ring 'Sparkshaper' =+10% ltng=0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Res.pen +20% blight +10% lightning Acc +30 (+8 eff.) ----- def ----- Defense +10 (+2 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 +3 Cun dps ---------- Melee+ 13 physical Ranged+ 12 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 47 On Hit (Ranged): * 12% chance to reduce all saves and defense by 47 ---------- 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! |
Elemental Fury =T3 fodder=0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% ---------- misc Masteries +0.20 Psionic/Blade defense This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Quenchbolt0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +5 Wil +2 Con dps ---------- Crit.mult +20.00% Dmg.mod +16% acid +6% cold +6% mind Acc +15 (+4 eff.) Melee Ret 2 cold ----- def ----- Resists +32% acid Phys.save +6 (+2 eff.) Rings make your fingers look great! |
Winterblow0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +10 (+2 eff.) Dmg.mod +13% nature +3% cold Res.pen +5% physical Acc +25 (+6 eff.) ----- def ----- Resists +26% nature Rings make your fingers look great! |
marksman's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +20% Rings make your fingers look great! |
Corpsebreak the stralite ring0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +17% acid +15% mind +30% lightning Res.pen +29% darkness +15% nature ----- def ----- Resists +34% acid +18% nature +17% mind Rings make your fingers look great! |
Demontouch0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% light +30% mind Res.pen +25% mind Acc +15 (+4 eff.) Apr +15 Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 47 ----- def ----- Defense +15 (+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! |
Rainwyrd0.1 T4 ring jewelry [Rare] Master While equipped: Stats +14 Str +10 Wil +11 Cun +6 Con dps ---------- Dmg.mod +18% arcane +18% cold ----- def ----- Armour +18 Rings make your fingers look great! |
Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 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. |
Freezehunter0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +26% cold +15% nature +27% arcane Res.pen +26% cold On Hit (Melee): * 21% chance to slow global speed by 76% * 20% chance to reduce armor by 11% ----- def ----- Resists +9% nature +70% cold Rings make your fingers look great! |
Furnacearc0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +15 Mag +12 Wil +7 Cun dps ---------- Spell.pwr +25 (+3 eff.) Res.pen +20% fire ----- def ----- Defense +15 (+3 eff.) Resists +6% blight +9% nature +3% mind +3% darkness Mind.save +10 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
Yvira the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex dps ---------- Dmg.mod +3% acid Acc +37 (+9 eff.) Apr +17 ----- def ----- Defense +17 (+3 eff.) Resists +9% lightning +3% blight +9% nature +3% acid Die.at -60.00 life Max.HP +100.00 HP.reg +12.00 Heal.mod +20% 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! |
gladiator's voratun ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +7 Str +10 Con dps ---------- Phys.pwr +11 (+2 eff.) Rings make your fingers look great! |
voratun ring0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
voratun ring of nature (+32%)0.1 T5 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +16% nature ----- def ----- Resists +32% nature Rings make your fingers look great! |
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 (+3 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 182.36 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 (12-13 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Disrupt Power 12.5 - 13.8 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 139 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 (+1 eff.) ----- def ----- Max.HP +27.00 HP.reg +1.20 ---------- 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. |
inquisitor's pulsing mindstar of resolve (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Disrupt/Psionic Power 13.5 - 14.9 Nature 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 139 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: Stats +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- Spell.save +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. |
inquisitor's pulsing mindstar of sand (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Disrupt Power 13.0 - 14.3 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 139 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 (+1 eff.) Melee+ 12 physical Dmg.mod +12% physical Res.pen +5% physical ----- def ----- Resists +9% physical ---------- 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 Lost (17-18 power, 27 apr, mind damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+2 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+6 eff.) See all other beings around you for 5 turns. Uses 25 power out of 25/25 Activation is instant. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
inquisitor's living mindstar of storms (16-17 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt Power 16.0 - 17.6 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% On Crit: * Deals 139 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: Stats +7 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 9 lightning Dmg.mod +12% lightning Res.pen +18% lightning ----- def ----- Resists +19% 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. |
dreamer's woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +5% blight +11% darkness +10% mind +9% all Phys.save +11 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +22 (+5 eff.) Max.HP +44.00 HP.reg +2.30 Heal.mod +15% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flowersmasher the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +11 Mag +12 Wil dps ---------- Dmg.mod +28% lightning +11% physical +8% cold +15% nature +9% arcane ----- def ----- Resists +28% lightning +8% cold +11% all ---------- misc Mana/turn +0.21 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour)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 (+2 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. |
Tulorin the Greensin (0 def, 0 armour) =+25% ntr pen=2.0 T4 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +26% nature Res.pen +25% nature Melee Ret 10 cold ----- def ----- Resists +18% blight +20% darkness +48% nature +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eilinoranor the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +3 Str +4 Wil +7 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +13% physical +25% nature +27% darkness Res.pen +10% darkness +16% physical On Melee Ret: * 8% chance to slow global speed by 76% * 7 arcane resource burn ----- def ----- Resists +15% all Poison- +39% Disease- +50% ---------- misc Max.hate +10.00 Light +1 Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather belt 'Velikira'1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Str +7 Dex +2 Wil +8 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +9 Infravis +6 See.Invis +12 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Kamasta the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Str +2 Dex dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Defense +20 (+4 eff.) Spell.save +9 (+2 eff.) ---------- misc Stam/turn +3.00 Size +1 A belt that goes around your waist. |
Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 43 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Blindbreaker the drakeskin leather belt =+25% heal mod=1.0 T5 belt armor [Random Unique] Nature While equipped: Stats +4 Con dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +9% temporal Res.pen +15% temporal Melee Ret 4 temporal ----- def ----- Resists +9% light Mind.save +12 (+3 eff.) Max.HP +46.00 HP.reg +2.70 Heal.mod +25% Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
Amydar the Stormnull (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire Res.pen +5% lightning On Hit (Melee): * 10% chance to slow global speed by 76% ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% temporal +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Hellssting' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +3% fire Mind.save +3 (+0 eff.) Die.at -20.00 life Max.HP +34.00 Heal.mod +5% Blind- +20% Silence- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chamygodor the Nightdare (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +3% blight +12% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce damage dealt by 37% ----- def ----- Defense +2 (+0 eff.) Resists +6% mind +20% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galewrecker (2 def, 16 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% mind Res.pen +15% lightning +20% mind ----- def ----- Armour +16 Defense +2 (+0 eff.) Resists +3% lightning +12% blight +29% cold +13% nature +6% mind HP.reg +4.00 Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightking the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.crit +4.0% Dmg.mod +9% light Res.pen +10% cold +10% physical ----- def ----- Defense +2 (+0 eff.) ---------- misc Stam/turn +3.00 Max.stam +20.00 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 (+2 eff.) Phys.save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 261 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. |
Flashwind the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +11 Mag +6 Wil +9 Cun +2 Con dps ---------- Res.pen +15% lightning Melee Ret 6 lightning ----- def ----- Defense +3 (+1 eff.) Resists +6% lightning Spell.save +23 (+5 eff.) Mind.save +15 (+3 eff.) ---------- misc Max.mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isavena the Earthqueller (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +6 Dex dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Res.pen +25% darkness +25% nature Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +3 (+1 eff.) Fatigue -6% Phys.save +9 (+2 eff.) Mind.save +9 (+2 eff.) Die.at -50.00 life ---------- 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. |
Breezemoon (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Con dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Apr +4 On Hit (Melee): * 20% chance to slow global speed by 76% ----- def ----- Armour +1 Resists +3% lightning +12% fire +5% arcane A pair of boots made of leather. |
pair of rough leather boots 'Scumclash' (0 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 76% ----- def ----- Armour +5 Crit.chn- 15.00% Spell.save +3 (+0 eff.) Mind.save +3 (+0 eff.) Max.HP +20.00 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. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 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. |
Aeryda the pair of hardened leather boots (0 def, 5 armour) =-10% stun=2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +5 Resists +9% acid Spell.save +12 (+3 eff.) HP.reg +4.00 Poison- +20% Stun/Frz- +10% Teleport- +20% ---------- misc Mana/turn +0.12 Infravis +1 A pair of boots made of leather. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 Stam/turn +0.30 Max.stam +11.00 Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Metallic Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Metallic Boots. But with steam power! |
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. |
Xyra the Flashwire (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Con dps ---------- Dmg.mod +9% lightning +3% temporal +12% fire Res.pen +10% fire Melee Ret 6 lightning 2 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +4% Resists +28% lightning +26% temporal +3% fire Metallic Rush: Puts all charms on 25 cooldown Level 2.5 Pwr.cost 25 out of 25/25. Range 7 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. |
traveler's pair of voratun boots of tirelessness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue -5% Phys.save +11 (+3 eff.) ---------- misc Max.enc +46 Stam/turn +0.90 Max.stam +25.00 Metallic Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Malifang the Jetwreck (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Disrupt/Psionic While equipped: dps ---------- Melee+ 6 fire Dmg.mod +5% fire On Hit (Melee): * 20% chance to reduce damage dealt by 37% On Melee Ret: * 16 arcane resource burn ----- def ----- Armour +2 Resists +3% cold +6% fire Spell.save +8 (+2 eff.) HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +13.00 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +6 fire On Hit: 10% Nightmare 3 On Hit: 10% Fire Breath 3 On Hit: * 15 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Splendourbrand (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +7 Str dps ---------- Melee+ 8 nature Dmg.mod +6% nature Res.pen +5% light ----- def ----- Armour +2 Resists +7% nature Crit.chn- 10.00% ---------- misc Light +3 See.Invis +6 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +10 nature On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
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% Dex, 40% Str, 40% Cun 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 243.63 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. |
Skybearer (0 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +11 Str +6 Mag +3 Cun dps ---------- Phys.pwr +14 (+3 eff.) Dmg.mod +18% darkness Melee Ret 10 lightning ----- def ----- Armour +3 Crit.chn- 15.00% Unarmed combat: Power 35.0 - 38.5 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+0 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Metallic Mindhook: Level 6.6 Pwr.cost 16 out of 24/24. Range 7 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 7 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
voratun gauntlets 'Sootborn' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Str +5 Dex +3 Mag +8 Cun dps ---------- Mind.pwr +10 (+2 eff.) Melee+ 40 darkness 40 mind Res.pen +29% acid Melee Ret 11 darkness 6 temporal On Hit (Melee): * 23% chance to reduce damage dealt by 37% * 24% chance to reduce all saves and defense by 47 * 23% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% Crit.chn- 15.00% Mind.save -5 (-2 eff.) Unarmed combat: Power 30.0 - 42.0 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. |
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- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Metallic Gauntlets. But with steam power! |
Alynik the hardened leather hat (0 def, 7 armour)2.0 T3 head armor [Random Unique] Psionic While equipped: Stats +9 Cun +12 Wil dps ---------- Mind.pwr +15 (+3 eff.) ----- def ----- Armour +7 Fatigue +3% Resists +6% light Disease- +20% Pinning- +10% A hat made of leather. Very stylish. |
Xerewen the hardened leather hat (6 def, 5 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Cun +5 Str dps ---------- Acc +7 (+2 eff.) On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +6 (+1 eff.) Fatigue +3% Resists +13% darkness +3% physical +5% arcane +13% light Crit.chn- 15.00% Disease- +10% A hat made of leather. Very stylish. |
cashmere wizard hat 'Shockgrit' (2 def, 0 armour) =+15% ltng pen=2.0 T3 head armor [Rare] Psionic While equipped: Stats +6 Wil dps ---------- Mind.crit +5% Mind.pwr +5 (+1 eff.) Dmg.mod +9% lightning +6% mind Res.pen +25% mind +15% lightning ----- def ----- Defense +2 (+0 eff.) ---------- misc Psi/turn +0.23 Equi/ret +0.36 A pointy cloth hat, very wizardly... |
bladed drakeskin leather hat of the bounder (0 def, 5 armour)2.0 T5 head armor [Ego++] Master While equipped: Stats +17 Str +8 Dex ----- 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 592.2 Physical damage. If the attack hits, the target is confused (41% 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. |
Bograze the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Res.pen +15% nature Apr +5 On Hit (Melee): * 20% chance to slow global speed by 76% ----- def ----- Armour +3 Fatigue +3% Resists +8% acid +15% fire +7% lightning +14% cold ---------- misc Light +2 A cap made of leather. |
Gota (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +9 Str +7 Dex dps ---------- Phys.crit +2.0% Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +6% blight +2% physical 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 592.2 Physical damage. If the attack hits, the target is confused (41% 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. |
Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+1 eff.) Mind.pwr +12 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Ce'Nivea the drakeskin leather cap (9 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +5 Cun +10 Wil dps ---------- Acc +12 (+3 eff.) Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 11% On Melee Ret: * 19% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +9 (+2 eff.) Fatigue +5% Resists +15% lightning +27% blight +9% fire +14% nature +5% arcane Mind.save +13 (+3 eff.) A cap made of leather. |
Chamylen the Shocknoon (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +9% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +5 Fatigue +5% Resists +3% lightning +3% blight +6% fire +22% nature +12% cold Phys.save +11 (+3 eff.) Spell.save +14 (+3 eff.) Mind.save +12 (+3 eff.) Max.HP +167.00 Heal.mod +40% Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Pitchgore the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +8 Dex dps ---------- Dmg.mod +3% darkness +9% fire On Hit (Melee): * 20% chance to reduce damage dealt by 37% ----- def ----- Armour +5 Fatigue +5% Resists +12% darkness Phys.save +22 (+6 eff.) ---------- misc Stam/ret +2.60 Equi/ret +2.60 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 592.2 Physical damage. If the attack hits, the target is confused (41% 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. |
Radiancestake (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +13 Str +8 Dex +6 Con dps ---------- Dmg.mod +12% light +9% blight Res.pen +10% fire ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +6% blight +12% fire +13% cold +13% lightning Phys.save +15 (+4 eff.) Mind.save +12 (+3 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 592.2 Physical damage. If the attack hits, the target is confused (41% 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. |
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 (+2 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 'Gloreda' (10 def, 5 armour) =depths=2.0 T5 head armor [Random Unique] Nature While equipped: Stats +9 Cun +3 Mag dps ---------- Crit.mult +10.00% Mind.pwr +25 (+5 eff.) Acc +10 (+3 eff.) On Melee Ret: * 17% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +10 (+2 eff.) Fatigue +5% Resists +21% cold ---------- misc Stam/ret +3.00 Equi/ret +2.60 Mana/s.crit +2.00 Max.mana +60.00 Max.vim +30.00 Breathe water A cap made of leather. |
drakeskin leather cap 'Ulugablek' (10 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +2 Mag +15 Wil +8 Cun dps ---------- Spell.pwr +25 (+3 eff.) S.pwr/crit +4 Acc +10 (+3 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +10 (+2 eff.) Fatigue +5% Resists +11% blight Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Stam/ret +2.70 Equi/ret +2.60 Vim/s.crit +2.00 A cap made of leather. |
Borylakor (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Mind.crit +2% Dmg.mod +15% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 47 ----- def ----- Armour +3 Fatigue +5% Resists +3% mind +6% darkness ---------- misc Max.hate +2.00 Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Polira the Mirespar (0 def, 3 armour) =depths=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +3 Wil dps ---------- Dmg.mod +9% nature +3% mind ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Psi/ret +0.04 Max.psi +30.00 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 (+3 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. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +10% mind Melee Ret 12 mind Metallic Psychic Lobotomy: Level 4.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 241.21 mind damage and cripples the target's higher mental functions, reducing cunning by 25 and confusing (39% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Myrach (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +12% mind On Hit (Melee): * 20% chance to slow global speed by 76% ----- def ----- Armour +4 Fatigue +4% Resists +6% acid +6% temporal +22% light +12% darkness Metallic A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 (+1 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 203.99 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. |
Cystrip the voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +17 Str +8 Mag +8 Wil +6 Con dps ---------- Spell.crit +5% Dmg.mod +17% blight +32% arcane Res.pen +15% arcane Melee Ret 2 mind On Hit (Melee): * 10% chance to slow global speed by 76% ----- def ----- Armour +5 Fatigue +5% Resists +15% mind +5% arcane Phys.save +14 (+4 eff.) Mind.save +15 (+3 eff.) Metallic Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% Metallic A Helmet. But with steam power! |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
2 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. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
2 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
13 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. |
7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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 Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
1526 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. |
40 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
watchleader's brass lantern of illusion2.0 T1 lite [Ego++] Master/Psionic While equipped: ----- def ----- Defense +6 (+1 eff.) Phys.save +11 (+3 eff.) Spell.save +11 (+2 eff.) Mind.save +12 (+3 eff.) Blind- +24% Confus- +11% ---------- misc Light +7 See.Stealth +7 See.Invis +7 Track: Puts all charms on 40 cooldown Level 6.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 41 for 9 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Vorivea1.0 T3 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +25 (+5 eff.) Acc +15 (+4 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 47 ----- def ----- Armour +6 Resists +1% physical Phys.save +7 (+2 eff.) Spell.save +6 (+1 eff.) Heal.mod +18% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's dwarven lantern of clarity1.0 T5 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +8 (+2 eff.) Blind- +40% Confus- +18% ---------- misc Light +10 See.Stealth +40 See.Invis +34 Track: Puts all charms on 40 cooldown Level 6.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 41 for 9 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 (+1 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 2, doing 5.39 cold damage and 6.15 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 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. |
steel armour reinforcement0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Metallic Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +9 (+2 eff.) ---------- misc Light +5 Metallic Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+1 eff.) Metallic Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulator0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun ----- def ----- Mind.save +15 (+3 eff.) Metallic Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Metallic Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Metallic Tinkers can be attached to normal items to improve them with steam power! |
stralite silver filigree0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +28% Undead +28% Demon +28% Horror Metallic Tinkers can be attached to normal items to improve them with steam power! |
stralite silver filigree0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +28% Undead +28% Demon +28% Horror Metallic Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 46] amazing fiery salve [power 46]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 207% efficiency and 72% cooldown modifier. Remove 3 magical effects and grants a fiery aura (46% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 46] amazing frost salve [power 46]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 207% efficiency and 72% cooldown modifier. Remove 3 physical effects and grants a frost aura (46% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 664] amazing healing salve [power 664]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 207% efficiency and 72% cooldown modifier. Heal 664 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 581] amazing pain suppressor salve [power 581]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 207% efficiency and 72% cooldown modifier. Let you fight up to -581 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing regeneration salve [power 839] amazing regeneration salve [power 839]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 207% efficiency and 72% cooldown modifier. Heal 839 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing unstoppable force salve [power 184] amazing unstoppable force salve [power 184]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 207% efficiency and 72% cooldown modifier. Increases all saves by 184 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing water salve [power 46] amazing water salve [power 46]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 207% efficiency and 72% cooldown modifier. Remove 3 mental effects and grants a water aura (46% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
dwarven-steel pickaxe 'Blindseam' (dig speed 25 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Res.pen +10% darkness ----- def ----- Armour +4 Resists +12% mind +3% physical Phys.save +8 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +16 (+4 eff.) Max.HP +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Flashnaught' (dig speed 17 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +11 Str +9 Wil +6 Cun dps ---------- Res.pen +20% fire Acc +10 (+3 eff.) Melee Ret 10 acid ----- def ----- Resists +18% lightning +5% arcane +23% nature ---------- misc Infravis +6 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. |
Branurach [power 131] (25 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +5 Str +7 Con dps ---------- Crit.mult +15.00% Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Resists +9% blight Spell.save +18 (+4 eff.) Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Cuthuvor [power 270] (15 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +3% nature Crit.chn- 5.00% Max.HP +80.00 Silence- +20% Blast the opponent's mind dealing 302 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. 100% to heal for 60. 100% to increase all damage penetration by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Politha the Singeseam [power 4] (25 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +12% light +21% fire ---------- misc Light +2 Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Rainzeal [power 345] (15 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +10.00% Dmg.mod +9% cold Res.pen +15% mind ----- def ----- Resists +5% arcane Blast the opponent's mind dealing 386 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 26% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Ivariabeth [power 254] (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +12% lightning +3% mind Teleport- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Sting an enemy dealing 396 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. 100% to gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Dagiromidas' [power 260] (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +12% mind ----- def ----- Mind.save +6 (+1 eff.) ---------- misc Hate/m.crit +2.00 Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. 100% to reduce fatigue by 27% for 2 turns. 100% to gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing 'Eiliniletha' [power 488] (15 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +4 Mag dps ---------- Spell.crit +6% Mind.crit +6% Melee Ret 10 blight ---------- misc Mana/turn +0.12 Mana/s.crit +2.07 Max.psi +51.72 Heal yourself and all friendly characters within 10 spaces for 488 Puts all charms on 15 cooldown 100% to gain a 39% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Abdaegalare the Krog Harbinger level 36
56th Pyre 123rd year of Ascendancy at 19:06 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Abdaegalare the Krog Harbinger level 50
64th Dusk 123rd year of Ascendancy at 09:39 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Abdaegalare the Krog Harbinger level 36
55th Pyre 123rd year of Ascendancy at 01:53 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Abdaegalare the Krog Harbinger level 30
47th Regrowth 123rd year of Ascendancy at 00:11 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Abdaegalare the Krog Harbinger level 41
8th Mirth 123rd year of Ascendancy at 02:30 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Abdaegalare the Krog Harbinger level 48
54th Dusk 123rd year of Ascendancy at 21:35 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Abdaegalare the Krog Harbinger level 39
2nd Mirth 123rd year of Ascendancy at 12:07 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Abdaegalare the Krog Harbinger level 38
77th Pyre 123rd year of Ascendancy at 19:58 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Abdaegalare the Krog Harbinger level 50
57th Haze 123rd year of Ascendancy at 02:42 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Abdaegalare the Krog Harbinger level 21
1st Wintertide 123rd year of Ascendancy at 11:11 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Abdaegalare the Krog Harbinger level 50
28th Regrowth 124th year of Ascendancy at 21:21 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Abdaegalare the Krog Harbinger level 38
78th Pyre 123rd year of Ascendancy at 01:41 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Abdaegalare the Krog Harbinger level 31
62nd Regrowth 123rd year of Ascendancy at 22:47 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Abdaegalare the Krog Harbinger level 29
41st Regrowth 123rd year of Ascendancy at 06:49 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Abdaegalare the Krog Harbinger level 20
2nd Decay 122nd year of Ascendancy at 14:43 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Abdaegalare the Krog Harbinger level 30
55th Regrowth 123rd year of Ascendancy at 19:21 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Abdaegalare the Krog Harbinger level 21
3rd Decay 122nd year of Ascendancy at 04:47 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Abdaegalare the Krog Harbinger level 50
79th Haze 123rd year of Ascendancy at 23:57 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Abdaegalare the Krog Harbinger level 50
28th Regrowth 124th year of Ascendancy at 23:17 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Abdaegalare the Krog Harbinger level 28
36th Regrowth 123rd year of Ascendancy at 22:50 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Abdaegalare the Krog Harbinger level 50
78th Haze 123rd year of Ascendancy at 06:41 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Abdaegalare the Krog Harbinger level 10
4th Flare 122nd year of Ascendancy at 21:22 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Abdaegalare the Krog Harbinger level 20
1st Decay 122nd year of Ascendancy at 05:20 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Abdaegalare the Krog Harbinger level 30
43rd Regrowth 123rd year of Ascendancy at 22:32 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Abdaegalare the Krog Harbinger level 40
3rd Mirth 123rd year of Ascendancy at 02:56 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Abdaegalare the Krog Harbinger level 50
64th Dusk 123rd year of Ascendancy at 01:54 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Abdaegalare the Krog Harbinger level 50
78th Haze 123rd year of Ascendancy at 21:02 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Abdaegalare the Krog Harbinger level 30
44th Regrowth 123rd year of Ascendancy at 03:37 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Abdaegalare the Krog Harbinger level 50
75th Dusk 123rd year of Ascendancy at 19:12 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Abdaegalare the Krog Harbinger level 32
28th Pyre 123rd year of Ascendancy at 17:09 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Abdaegalare the Krog Harbinger level 39
78th Pyre 123rd year of Ascendancy at 03:38 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Abdaegalare the Krog Harbinger level 10
7th Flare 122nd year of Ascendancy at 06:37 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Abdaegalare the Krog Harbinger level 9
3rd Flare 122nd year of Ascendancy at 23:28 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Abdaegalare the Krog Harbinger level 50
78th Haze 123rd year of Ascendancy at 22:58 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Abdaegalare the Krog Harbinger level 32
40th Pyre 123rd year of Ascendancy at 04:48 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Abdaegalare the Krog Harbinger level 43
10th Dusk 123rd year of Ascendancy at 09:45 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Abdaegalare the Krog Harbinger level 32
40th Pyre 123rd year of Ascendancy at 01:52 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Abdaegalare the Krog Harbinger level 23
9th Allure 123rd year of Ascendancy at 19:48 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Abdaegalare the Krog Harbinger level 17
63rd Haze 122nd year of Ascendancy at 06:08 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Abdaegalare the Krog Harbinger level 35
54th Pyre 123rd year of Ascendancy at 20:15 see stats
Well trained (Insane (Adventure) difficulty)
Deal one million damage to training dummies in a single training session.By Abdaegalare the Krog Harbinger level 50
30th Haze 123rd year of Ascendancy at 14:54 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: dialog is displayed).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way up (Grushnak Pride) here (press '' or right click to use).
Ran for 29 turns (stop reason: at exit).
The decrepit stairs crumble some more as you climb them.
You gain 25.00 gold from the transmogrification of soothing voratun torque of mindblast [power 320] (15 cooldown).
You collect a new ingredient: lump of voratun (1).
You gain 15.77 gold from the melting of miner's pair of voratun boots of void walking (0 def, 9 armour).
You collect a new ingredient: lump of voratun (1).
You gain 1.78 gold from the melting of grounding pair of voratun boots of evasion (10 def, 5 armour).
You collect a new ingredient: lump of stralite (1).
You gain 3.07 gold from the melting of impenetrable stralite plate armour of resilience (0 def, 23 armour).
You collect a new ingredient: lump of voratun (1).
You gain 8.99 gold from the melting of impervious voratun shield of winter (0 def, 19 armour, 317.5 block).
You collect a new ingredient: lump of voratun (1).
You gain 6.86 gold from the melting of elemental voratun greatmaul of torment (71-106 power, 4 apr).
You collect a new ingredient: lump of stralite (1).
You gain 9.24 gold from the melting of truestriking stralite greatmaul of shearing (55-82 power, 3 apr).
You collect a new ingredient: lump of voratun (1).
You gain 13.02 gold from the melting of elemental voratun battleaxe of ruin (57-86 power, 4 apr).
You gain 0.71 gold from the transmogrification of shatter afflictions rune (absorb 71; cd 19).
There is a collapsing hidden vault here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.












































































































































































