Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Possessor Bonus Class 1.7.4Donators/Buyers bonus! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
astralInferno's Celestial Oddities 1.7.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Effects Under Actors 1.7.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Vor'tep 1.6.7Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Grove Keeper 1.7.2Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Archmage |
Level / Exp | 54 / 81% |
Size | medium |
Lifes / Deaths | Killed by Bandit Leader Cyreritta at level 17 on the 1st Summertide 122nd year of Ascendancy at 09:15 0 / 8Killed by Lord of Skulls (warrior) at level 25 on the 13rd Dusk 122nd year of Ascendancy at 03:02 Killed by armoured skeleton warrior at level 25 on the 13rd Dusk 122nd year of Ascendancy at 03:39 Killed by The Master at level 25 on the 13rd Dusk 122nd year of Ascendancy at 07:45 Killed by armoured skeleton warrior at level 26 on the 13rd Dusk 122nd year of Ascendancy at 15:04 Killed by Cyrovea the vampire at level 29 on the 7th Haze 122nd year of Ascendancy at 10:36 Killed by Vor, Grand Geomancer of the Pride at level 49 on the 16th Dusk 123rd year of Ascendancy at 05:34 Killed by minotaur at level 54 on the 41st Dusk 123rd year of Ascendancy at 23:41 |
Primary Stats
Strength | 12 (base 12) |
Dexterity | 36 (base 15) |
Constitution | 92 (base 64) |
Magic | 116 (base 64) |
Willpower | 85 (base 64) |
Cunning | 82 (base 37) |
Resources
Life | -807/1152 |
Mana | 168/896 |
Equilibrium | 20 |
Healing Factor | 2.4296492883808 |
Regeneration | 64.545894010638 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25.000000000003% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 8 |
See Stealth | 54.211189379592 |
See Invisible | 99.211189379595 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 63 |
Accuracy | 30 |
Crit Chance | 36% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 103 |
Crit Chance | 64% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 70 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +105% |
Light | +23% |
Temporal | +19% |
Physical | +33% |
Arcane | +34% |
Nature | +21% |
All | +9% |
Offense: Damage Penetration
Lightning | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 36 (44.574340358689%) |
Defense | 76 |
Ranged Defense | 76 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 50 |
Mental Save | 46 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 44%( 70%) |
Cold | + 27%( 70%) |
All | + 25%( 70%) |
Lightning | + 40%( 70%) |
Light | + 39%( 70%) |
Temporal | + 40%( 80%) |
Physical | + 29%( 70%) |
Darkness | + 36%( 70%) |
Fire | + 34%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Confusion Resistance | 90% |
Pinning Resistance | 24% |
Instadeath Resistance | 100% |
Silence Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 181 with a minimum range of 15. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1392% for 10 turns (125 total) and instantly restoring 70 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 713 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 85 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Class Talents
Spell / Storm | 1.50 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane elements | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Spell / Stone | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Divination | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Veletta the forest wight. Escort: temporal explorer (level 2 of Dreadfell) | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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: 1157. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed red crystal shard. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed vampire lord fang. * You've found the needed ice ant stinger. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed vial of fire wyrm saliva. * You've found the needed multi-hued wyrm scale. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 273 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Light source | bright dwarven lantern of corpselight bright dwarven lantern of corpselight1.0 T5 lite [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ----- def ----- Resists +12% blight +9% darkness ---------- misc Light +9 Infravis +5 See.Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 34 blight damage or heals 46 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Silybrebeth (25 def, 23 armour) Silybrebeth (25 def, 23 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Cun +10 Con dps ---------- Crit.mult +20.00% Spell.pwr +25 (+5 eff.) S.pwr/crit +8 ----- def ----- Armour +23 Defense +25 (+6 eff.) Fatigue +5% Resists +18% light HP.reg +4.72 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Malabar the elven-wood totem of healing [power 410] (15 cooldown) Malabar the elven-wood totem of healing [power 410] (15 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: ----- def ----- Armour +10 Resists +12% fire Crit.dmg- 15.00% Phys.save +9 (+3 eff.) Die.at -80.00 life Max.HP +100.00 HP.reg +4.00 Confus- +20% Heal yourself and all friendly characters within 10 spaces for 410 Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | voratun Windborne Azurite ring voratun Windborne Azurite ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +8 Dex +2 Mag +8 Cun dps ---------- Mov.spd +15% Melee+ 18 light Ranged+ 23 light Dmg.mod +14% light +20% lightning ----- def ----- Ignore.dmg +8% Affinity +20% lightning Rings make your fingers look great! |
On fingers | voratun Goedalath Rock ring voratun Goedalath Rock ring0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +7 Dex dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +16 (+3 eff.) Dmg.mod +9% all Acc +7 (+3 eff.) Melee Ret 34 darkness ----- def ----- Max.HP +92.00 HP.reg +16.00 Heal.mod +66% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Rings make your fingers look great! |
Around waist | Neira's Memory Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 390, based on Magic) for 10 turns. Uses 20 power out of 10/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | Greenobeisance (30-36 power, 6 apr, lightning element) Greenobeisance (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Mag +2 Wil +10 Cun +18 Con dps ---------- Spell.crit +20% Crit.mult +47.00% Spell.pwr +23 (+4 eff.) Dmg.mod +12% nature +30% lightning ----- def ----- Resists +3% blight +3% cold +6% darkness Max.HP +20.00 HP.reg +1.60 Heal.mod +30% Pinning- +24% Stun/Frz- +10% ---------- misc N.En/turn +0.20 Vim/s.crit +8.00 Max.vim +50.00 Max.N.En +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Eremuvor the Dimspawner (0 def, 3 armour) Eremuvor the Dimspawner (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Phys.crit +6.0% Spell.crit +9% Spell.pwr +10 (+2 eff.) Dmg.mod +21% lightning +24% physical On Hit (Melee): * 25% chance to reduce damage dealt by 31% ----- def ----- Armour +3 Fatigue +5% Resists +12% acid +5% physical Phys.save +15 (+5 eff.) ---------- misc Mana/turn +0.40 Max.stam +37.83 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Cloak | Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+2 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+7 eff.) Spell.save +20 (+7 eff.) Mind.save +20 (+7 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.1 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Around neck | Vox Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Blazeserpent the stralite amulet Blazeserpent the stralite amulet0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% arcane +9% light +18% mind Res.pen +30% arcane +30% mind Melee Ret 12 arcane 8 mind ----- def ----- Resists +6% arcane ---------- misc Masteries +0.29 Spell/Phantasm +0.29 Spell/Aegis Amulets make your neck look great! |
Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 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. |
Pitchdeath Pitchdeath0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +3 Cun +15 Con dps ---------- Dmg.mod +12% darkness Melee Ret 8 darkness On Hit (Melee): * 25% chance to reduce armor by 51% ----- def ----- Resists +9% light +9% temporal Phys.save +17 (+6 eff.) Spell.save +15 (+5 eff.) Max.HP +66.00 HP.reg +9.00 Amulets make your neck look great! |
clarifying voratun amulet of the eclipse clarifying voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 13 light 12 darkness Dmg.mod +15% light +7% darkness On Melee Ret: * 11% chance to reduce damage dealt by 31% * 13% chance to blind ----- def ----- Resists +27% mind Confus- +48% Amulets make your neck look great! |
serendipitous voratun amulet of mastery (0.33 Spell / Phantasm) serendipitous voratun amulet of mastery (0.33 Spell / Phantasm)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +18 Lck dps ---------- Acc +16 (+8 eff.) ----- def ----- Defense +18 (+4 eff.) Unseen.red 16% ---------- misc Masteries +0.33 Spell/Phantasm Amulets make your neck look great! |
serendipitous voratun amulet of vision serendipitous voratun amulet of vision0.1 T5 amulet jewelry [Ego++] Nature While equipped: Stats +20 Lck dps ---------- Acc +19 (+9 eff.) ----- def ----- Defense +18 (+4 eff.) Unseen.red 18% Blind- +36% ---------- misc Infravis +7 Sight +2 See.Invis +15 Amulets make your neck look great! |
Orb of Many Ways 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. |
Curehacker Curehacker0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +27% nature Apr +3 ----- def ----- Resists +12% light +14% blight +9% fire +49% nature +6% arcane Spell.save +6 (+2 eff.) Mind.save +15 (+5 eff.) Poison- +26% Disease- +23% Confus- +44% Rings make your fingers look great! |
Mnemonic Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+7 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the Dead Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 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. |
Void Orb Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+4 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 5.2 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 400.34 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Wheel of Fate Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +1 Dex dps ---------- Phys.crit +1.0% Phys.pwr +9 (+3 eff.) Spell.pwr +9 (+2 eff.) Mind.pwr +13 (+3 eff.) Dmg.mod +9% fire ----- def ----- Armour +6 Defense +5 (+1 eff.) Resists +2% physical Max.HP +40.00 Blind- +40% Disarm- +40% Pinning- +40% Knockbk- +31% ---------- misc Infravis +5 See.Stealth +13 See.Invis +19 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
psionicist's voratun ring of nature (+36%) psionicist's voratun ring of nature (+36%)0.1 T5 ring jewelry [Ego] Nature/Psionic While equipped: Stats +9 Wil dps ---------- Dmg.mod +18% nature ----- def ----- Resists +36% nature Mind.save +18 (+6 eff.) Rings make your fingers look great! |
steel quartz ring steel quartz ring0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +5 Wil +8 Mag dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 16 light Ranged+ 10 light Dmg.mod +12% light ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
wizard's voratun ring of tenacity wizard's voratun ring of tenacity0.1 T5 ring jewelry [Ego] Arcane/Master While equipped: Stats +8 Mag ----- def ----- Spell.save +16 (+6 eff.) Max.HP +39.00 Disarm- +50% Pinning- +50% Knockbk- +42% Rings make your fingers look great! |
plaguebringer's voratun battleaxe of crippling (58-88 power, 4 apr) plaguebringer's voratun battleaxe of crippling (58-88 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Arcane/Master Power 58.5 - 87.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +24 blight On Hit: 20% Epidemic 5 On Hit: * 26% chance to reduce strength, dexterity, and constitution by 40 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +17.0% ----- def ----- Disease- +27% Massive two-handed battleaxes. |
truestriking voratun battleaxe (57-86 power, 4 apr) truestriking voratun battleaxe (57-86 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Master Power 57.0 - 85.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +17% physical Acc +35 (+14 eff.) Apr +17 Massive two-handed battleaxes. |
warbringer's voratun battleaxe of shearing (56-85 power, 4 apr) warbringer's voratun battleaxe of shearing (56-85 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Master Power 56.5 - 84.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +10 Con dps ---------- Phys.pwr +20 (+6 eff.) Res.pen +19% all +20% physical Acc +31 (+13 eff.) Apr +17 ----- def ----- Disarm- +45% Massive two-handed battleaxes. |
caustic dwarven-steel dagger of rage (18-24 power, 7 apr) caustic dwarven-steel dagger of rage (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +26 acid +19 nature While equipped: Stats +7 Str dps ---------- Dmg.mod +11% physical Res.pen +16% acid +17% nature Acc +14 (+7 eff.) Apr +11 Sharp, short and deadly. |
truestriking stralite dagger of corruption (27-35 power, 9 apr) truestriking stralite dagger of corruption (27-35 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Arcane/Master Power 27.0 - 35.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: 20% Curse of Impotence 4 While equipped: dps ---------- Res.pen +13% physical Acc +21 (+10 eff.) Apr +13 Sharp, short and deadly. |
plaguebringer's stralite greatmaul of the mystic (54-81 power, 3 apr) plaguebringer's stralite greatmaul of the mystic (54-81 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Arcane Power 54.0 - 81.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +19 blight On Hit: 20% Epidemic 4 On Hit: * 23% chance to reduce strength, dexterity, and constitution by 40 While equipped: Stats +7 Mag +12 Wil dps ---------- Spell.pwr +19 (+4 eff.) ----- def ----- Disease- +42% Massive two-handed mauls. |
elemental stralite greatsword of ruin (48-76 power, 3 apr) elemental stralite greatsword of ruin (48-76 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Arcane/Master Power 47.5 - 76.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 153 cold damage (1/turn) While equipped: dps ---------- Phys.crit +19.0% Crit.mult +42.00% Dmg.mod +35% cold Res.pen +21% cold Apr +19 Massive two-handed swords. |
flaming voratun greatsword of projection (64-102 power, 4 apr) flaming voratun greatsword of projection (64-102 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane/Psionic Power 64.0 - 102.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +27 fire On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
manaburning voratun greatsword of erosion (60-97 power, 4 apr) manaburning voratun greatsword of erosion (60-97 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Nature/Disrupt Power 60.5 - 96.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +23 nature On Hit: * 34 arcane resource burn Massive two-handed swords. |
throat-seeking dragonbone longbow of dampening throat-seeking dragonbone longbow of dampening4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Disrupt Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +38 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +21% nature ----- def ----- Resists +26% acid +21% lightning +23% cold +23% fire +14% all Spell.save +23 (+8 eff.) Longbows are used to shoot arrows at your foes. |
Grindstone (48-67 power, 6 apr) Grindstone (48-67 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Unique] Arcane With her weapon and shield, Aethe was said to be able to cast especially potent and long-lasting shield spells. Power 48.0 - 67.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Grinds the enemy down, inflicting a -20% penalty to Armor, Defense, Physical and Nature Resistance (though this can't reduce them below 0), healing factor, and shield factor, and if it begins its turn more than one tile away from you, it has an equal chance to be teleported through the earth back into your reach. Improves other effects that grind targets down by 10%. While equipped: Stats +4 Mag +4 Wil +4 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Crit.mult +10.00% Melee+ 20 Earth Dmg.mod +5% nature +5% physical Res.pen +10% nature +10% physical A mace made of some unnaturally heavy stone, this was the weapon of Aethe Eagleheart in the Age of Dusk. It was said to grind the defenses of Aethe's foes to dust. After Aethe passed away, the mace was wielded by other earth knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
stormbringer's voratun mace of rage (46-64 power, 6 apr) stormbringer's voratun mace of rage (46-64 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego++] Nature/Master Power 46.0 - 64.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +25 lightning +35 cold While equipped: Stats +8 Str dps ---------- Mov.spd +47% Dmg.mod +15% physical Res.pen +25% lightning +22% cold Acc +22 (+10 eff.) Blunt and deadly. |
caustic reinforced leather sling of piercing caustic reinforced leather sling of piercing4.0 T4 sling 1H weapon Reqs Shoot [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Crit.r2 +29 acid +37 nature While equipped: dps ---------- Res.pen +21% acid +21% nature +12% all Acc +21 (+10 eff.) Apr +23 Slings are used to hurl stones or metal shots at your foes. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element) Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element)2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+5 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
cruel dragonbone vilestaff of might (30-36 power, 6 apr, acid element) cruel dragonbone vilestaff of might (30-36 power, 6 apr, acid element)5.0 T5 staff 2H weapon [Ego] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +30% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff of greater warding (15-18 power, 3 apr, physical element) shimmering ash starstaff of greater warding (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% physical ----- def ----- Armour +8 Defense +8 (+2 eff.) ---------- misc Mana/turn +0.21 Max.mana +54.00 Wards +3 physical Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew starstaff of might (20-24 power, 4 apr, darkness element) shimmering yew starstaff of might (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +9 (+2 eff.) Dmg.mod +20% darkness ---------- misc Mana/turn +0.24 Max.mana +72.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced voratun steamsaw of lightning resistance (+24%) (41-62 power, 0 apr) enhanced voratun steamsaw of lightning resistance (+24%) (41-62 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Nature/Master/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 Uses 1.0 Steam While equipped: Stats +10 Str +13 Dex +11 Mag +7 Wil +13 Cun +9 Con ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +24% lightning ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
plaguebringer's iron steamsaw of projection (12-17 power, 0 apr) plaguebringer's iron steamsaw of projection (12-17 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego++] Arcane/Psionic/Steamtech Power 11.5 - 17.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 Melee+ +7 blight On Hit: 20% Epidemic 1 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 40 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% Disease- +15% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
truestriking dwarven-steel steamsaw (21-32 power, 0 apr) truestriking dwarven-steel steamsaw (21-32 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Master/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Uses 1.0 Steam While equipped: dps ---------- Res.pen +8% physical Acc +17 (+8 eff.) Apr +11 ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw of corruption (38-57 power, 0 apr) voratun steamsaw of corruption (38-57 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Arcane/Steamtech Power 38.0 - 57.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +95 On Hit: 20% Curse of Defenselessness 5 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Mirestrike (54-76 power, 6 apr) Mirestrike (54-76 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 54.0 - 75.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 blight On Hit.r1 +20 fire On Hit: 20% Epidemic 5 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 40 While equipped: Stats +3 Cun dps ---------- Crit.mult +15.00% Dmg.mod +12% mind Res.pen +20% nature ----- def ----- Resists +9% mind Disease- +32% One-handed war axes. |
Razorblade, the Cursed Waraxe (38-53 power, 16 apr) Razorblade, the Cursed Waraxe (38-53 power, 16 apr)3.0 T5 waraxe 1H weapon Reqs Str 42 [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+16 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Singefoe (48-68 power, 6 apr) Singefoe (48-68 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Master Power 48.5 - 67.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 fire While equipped: Stats +8 Str dps ---------- Dmg.mod +9% physical Res.pen +15% cold +6% all Acc +23 (+10 eff.) Apr +9 Melee Ret 8 fire ----- def ----- Resists +3% fire One-handed war axes. |
Voidream the voratun waraxe (40-56 power, 6 apr) Voidream the voratun waraxe (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Rare] Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +6 Wil dps ---------- Mind.pwr +38 (+9 eff.) Dmg.mod +12% darkness +15% mind Res.pen +15% physical Acc +17 (+8 eff.) Apr +15 ---------- misc Equi/ret +0.96 Psi/ret +0.20 Max.psi +50.00 One-handed war axes. |
stormbringer's voratun waraxe of ruin (40-57 power, 6 apr) stormbringer's voratun waraxe of ruin (40-57 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego++] Nature/Master Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +45 lightning +36 cold While equipped: dps ---------- Phys.crit +14.0% Crit.mult +31.00% Mov.spd +50% Res.pen +23% lightning +25% cold Apr +14 One-handed war axes. |
Emblem of Evasion Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 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 27% chance to evade melee and ranged attacks and 22 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. |
nightruned rough leather belt of unlife nightruned rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +6% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour) 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 Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 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 4 turns, rendering it unable to act. Every 69 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. |
wyrmwaxed elven-silk cloak of Iron Throne (3 def, 0 armour) wyrmwaxed elven-silk cloak of Iron Throne (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Nature/Master While equipped: Stats +3 Str +4 Con ----- def ----- Defense +3 (+1 eff.) Resists +8% acid +10% fire +10% lightning +9% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
ancient cashmere robe of Angolwen (0 def, 0 armour) ancient cashmere robe of Angolwen (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +11 Mag +4 Wil dps ---------- Spell.pwr +14 (+3 eff.) S.pwr/crit +5 Dmg.mod +20% temporal +17% physical Res.pen +9% temporal +11% physical ----- def ----- Resists +11% all Anom.red +13 Silence- +36% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of Linaniil (0 def, 0 armour) ancient elven-silk robe of Linaniil (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +9 Mag dps ---------- Spell.crit +12% Spell.pwr +30 (+5 eff.) Dmg.mod +22% temporal +26% physical Res.pen +13% temporal +14% physical ----- def ----- Resists +15% all Anom.red +15 ---------- misc Mana/turn +0.38 Max.mana +62.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of light (+43%) (0 def, 0 armour) mindwoven elven-silk robe of light (+43%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+1 eff.) Dmg.mod +29% light ----- def ----- Resists +43% light +15% all Mind.save +27 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken elven-silk robe of the mind (+24%) (0 def, 0 armour) timebroken elven-silk robe of the mind (+24%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +6% Spell.pwr +10 (+2 eff.) Dmg.mod +27% temporal +30% arcane +24% mind ----- def ----- Resists +24% mind +15% all ---------- misc Max.mana +110.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of lightning (+25%) (0 def, 0 armour) verdant silk robe of lightning (+25%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +8 Con dps ---------- Dmg.mod +21% nature +17% lightning ----- def ----- Resists +25% lightning +13% all Poison- +42% Disease- +43% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blightbringer's pair of drakeskin leather boots of evasion (10 def, 5 armour) blightbringer's pair of drakeskin leather boots of evasion (10 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +10 Mag dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% blight ----- def ----- Armour +5 Defense +10 (+2 eff.) Disease- +48% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 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 25% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
miner's pair of drakeskin leather boots of strife (0 def, 9 armour) miner's pair of drakeskin leather boots of strife (0 def, 9 armour)2.0 T5 feet armor [Ego+] Master/Psionic While equipped: Stats +6 Con +6 Wil dps ---------- Mind.pwr +8 (+2 eff.) Res.pen +10% physical ----- def ----- Armour +9 ---------- misc Infravis +3 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 6 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
wanderer's pair of rough leather boots (0 def, 1 armour) wanderer's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +1 Phys.save +13 (+4 eff.) Mind.save +13 (+5 eff.) A pair of boots made of leather. |
Alchemical Gloves (10 def, 0 armour) Alchemical Gloves (10 def, 0 armour)1.0 T5 hands armor [Unique] Arcane/Master While equipped: Stats +10 Cun dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +30% acid +30% nature ----- def ----- Defense +10 (+2 eff.) Resists +30% acid +30% nature Poison- +50% ---------- misc Masteries +0.20 Cunning/Poisons +0.20 Spell/Poison alchemy +0.20 Spell/Acid alchemy Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Corrosive Vapour: Level 5.0 Pwr.cost 50 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Corrosive fumes rise from the ground doing 65.64 acid damage in a radius of 3 each turn for 7 turns. The damage will increase with your Spellpower. A professional alchemist needs professional protection. These gloves are the best you could buy. |
Spellhunt Remnants (4 def, 5 armour) Spellhunt Remnants (4 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+2 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+4 eff.) Max.HP +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
brawler's voratun gauntlets of the nighthunter (0 def, 3 armour) brawler's voratun gauntlets of the nighthunter (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Str +5 Dex +11 Cun dps ---------- Acc +13 (+6 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +15% darkness Phys.save +13 (+4 eff.) ---------- misc Infravis +3 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
polar dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) polar dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 10 cold Dmg.mod +7% cold Acc +19 (+9 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +8% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
thaloren voratun helm of trickery (0 def, 5 armour) thaloren voratun helm of trickery (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +5 Dex +9 Wil +4 Cun dps ---------- Apr +8 ----- def ----- Armour +5 Fatigue +5% Resists +12% blight Mind.save +13 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+2 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
dwarven-steel mail armour of implacability (3 def, 15 armour) dwarven-steel mail armour of implacability (3 def, 15 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Master While equipped: ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +5% Phys.save +9 (+3 eff.) A suit of armour made of mail. |
fortifying steel mail armour of the deep (2 def, 9 armour) fortifying steel mail armour of the deep (2 def, 9 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +9 Defense +2 (+0 eff.) Fatigue +12% Resists +8% acid +9% cold Max.HP +58.00 ---------- misc Breathe water A suit of armour made of mail. |
fortifying stralite mail armour of Eyal (4 def, 8 armour) fortifying stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature/Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +153.00 HP.reg +6.00 Heal.mod +18% A suit of armour made of mail. |
hardened stralite mail armour (4 def, 17 armour) hardened stralite mail armour (4 def, 17 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Master While equipped: ----- def ----- Armour +17 Defense +4 (+1 eff.) Fatigue +12% Resists +12% acid +11% physical +11% cold +11% lightning +11% fire A suit of armour made of mail. |
rejuvenating iron mail armour of implacability (2 def, 9 armour) rejuvenating iron mail armour of implacability (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego+] Nature/Master While equipped: ----- def ----- Armour +9 Defense +2 (+0 eff.) Fatigue +6% Phys.save +7 (+2 eff.) HP.reg +3.20 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Level 5.0 Pwr.cost 12 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 262.71 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
nimble reinforced leather armour of delving (22 def, 7 armour) nimble reinforced leather armour of delving (22 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Ego++] Master While equipped: Stats +8 Str +8 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +22 (+5 eff.) Fatigue +8% Resists +18% darkness +11% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)17.0 T5 massive armor Reqs Massive armour training Str 52 [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+5 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 203.49 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 25 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Monolith Armour (40 def, 50 armour) Monolith Armour (40 def, 50 armour)17.0 T5 massive armor Reqs Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+5 eff.) ----- def ----- Armour +50 Defense +40 (+9 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+12 eff.) Spell.save +35 (+11 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
cleansing stralite plate armour of resilience (0 def, 13 armour) cleansing stralite plate armour of resilience (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +17% nature +16% blight Max.HP +51.00 A suit of armour made of metal plates. |
Ulfidosta the Deepspanic (0 def, 22 armour, 184.5 block) Ulfidosta the Deepspanic (0 def, 22 armour, 184.5 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Spell.crit +4% Res.pen +32% arcane On shield block: * Cause enemies within radius 6 to bleed for 204 physical damage over 5 turns (1/turn) On Hit (Melee): * 25% chance to reduce damage dealt by 31% ----- def ----- Armour +22 Fatigue +8% Resists +6% arcane Spell.save +21 (+7 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
onyx 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 lazuli 5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.2 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 167.10 physical damage in a radius of 4 each turn for 8 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
voratun pickaxe of Reknor (dig speed 11 turns) voratun pickaxe of Reknor (dig speed 11 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Resists +9% darkness +10% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
3 emerald 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. |
6 jade 6 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. |
5 turquoise 5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl 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 (+4 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.2 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 5, doing 61.59 cold damage and 75.15 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 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. |
Void Star Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 61.99 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
dwarven lantern 'Hailcrack' dwarven lantern 'Hailcrack'1.0 T5 lite [Rare] Nature While equipped: Stats +4 Mag dps ---------- S.pwr/crit +13 Dmg.mod +21% mind Res.pen +32% arcane Melee Ret 13 cold ----- def ----- Spell.save +23 (+8 eff.) Max.HP +74.00 Def/telep +19 Res/telep +19% Dur/telep +19% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Heart Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane A part of set. 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. |
Telos's Staff Crystal 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. |
Demonic Orb of Many Ways Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Elemental Orb (Orb of Command) 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 Undeath (Orb of Command) 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 Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye 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. |
Petrified Wood Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
8 bloodstone 8 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. |
7 fire opal 7 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. |
garnet 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. |
3 ruby 3 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. |
Gwai's Burninator Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 579.88 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 166% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 803.44 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest 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. |
pouch of voratun shots 'Snowgrit' (20/20, 54-64 power, 6 apr) pouch of voratun shots 'Snowgrit' (20/20, 54-64 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Rare] Arcane Power 53.5 - 64.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 20 Ranged+ +25 lightning +25 cold +25 light +25 arcane On Hit.r1 +24 light +16 arcane On Crit.r2 +25 light +25 cold On Hit: * Create an explosion dealing 199 lightning damage (1/turn) Shots are used with slings to pummel your foes to death. |
Xerywyn the Tundraquencher [power 4] (25 cooldown) Xerywyn the Tundraquencher [power 4] (25 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +15% mind +24% acid ----- def ----- Defense +38 (+8 eff.) Resists +12% temporal +7% physical +6% arcane +12% cold Phys.save +23 (+7 eff.) 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 gain a 32% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
extending voratun torque of gale force [power 430] (15 cooldown) extending voratun torque of gale force [power 430] (15 cooldown)2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 572 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Blazewilder the dragonbone totem of thorny skin [power 82] (20 cooldown) Blazewilder the dragonbone totem of thorny skin [power 82] (20 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% temporal +6% fire Melee Ret 13 lightning ----- def ----- Resists +6% lightning +3% temporal Def/telep +19 Res/telep +19% Dur/telep +19% Harden the skin for 7 turns increasing armour by 82 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Void Shard Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal ---------- misc Masteries +0.20 Spell/Void Release a burst of void energy. Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
dragonbone wand of shielding 'Stokekiller' [power 560] (20 cooldown) dragonbone wand of shielding 'Stokekiller' [power 560] (20 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Dmg.mod +12% arcane +27% blight Res.pen +25% arcane ----- def ----- Resists +24% fire ---------- misc Max.vim +63.05 Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
innervating dragonbone wand of conjuration [power 435] (15 cooldown) innervating dragonbone wand of conjuration [power 435] (15 cooldown)2.0 T5 wand charm [Ego] Arcane Fire a magical bolt dealing 474 cold damage Puts all charms on 15 cooldown 100% to reduce fatigue by 60% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star 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. |
9 diamond 9 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. |
8 moonstone 8 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 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. |
quartz 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. |
7 amber 7 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. |
Achievements
By Donno the Cornac Archmage level 27
15th Dusk 122nd year of Ascendancy at 21:33 see stats
By Donno the Cornac Archmage level 50
16th Dusk 123rd year of Ascendancy at 11:02 see stats
By Donno the Cornac Archmage level 37
47th Haze 122nd year of Ascendancy at 08:05 see stats
By Donno the Cornac Archmage level 35
20th Haze 122nd year of Ascendancy at 04:39 see stats
By Donno the Cornac Archmage level 46
19th Pyre 123rd year of Ascendancy at 12:11 see stats
By Donno the Cornac Archmage level 33
17th Haze 122nd year of Ascendancy at 06:35 see stats
By Donno the Cornac Archmage level 28
54th Dusk 122nd year of Ascendancy at 18:24 see stats
By Donno the Cornac Archmage level 31
13rd Haze 122nd year of Ascendancy at 13:09 see stats
By Donno the Cornac Archmage level 43
58th Regrowth 123rd year of Ascendancy at 07:00 see stats
By Donno the Cornac Archmage level 20
2nd Flare 122nd year of Ascendancy at 20:33 see stats
By Donno the Cornac Archmage level 28
34th Dusk 122nd year of Ascendancy at 15:05 see stats
By Donno the Cornac Archmage level 50
16th Dusk 123rd year of Ascendancy at 17:13 see stats
By Donno the Cornac Archmage level 29
67th Dusk 122nd year of Ascendancy at 19:39 see stats
By Donno the Cornac Archmage level 47
7th Dusk 123rd year of Ascendancy at 07:10 see stats
By Donno the Cornac Archmage level 10
79th Pyre 122nd year of Ascendancy at 19:58 see stats
By Donno the Cornac Archmage level 20
1st Flare 122nd year of Ascendancy at 19:58 see stats
By Donno the Cornac Archmage level 30
7th Haze 122nd year of Ascendancy at 19:53 see stats
By Donno the Cornac Archmage level 40
67th Haze 122nd year of Ascendancy at 12:12 see stats
By Donno the Cornac Archmage level 50
16th Dusk 123rd year of Ascendancy at 10:27 see stats
By Donno the Cornac Archmage level 29
7th Haze 122nd year of Ascendancy at 01:53 see stats
By Donno the Cornac Archmage level 2
74th Pyre 122nd year of Ascendancy at 21:21 see stats
By Donno the Cornac Archmage level 51
28th Dusk 123rd year of Ascendancy at 11:12 see stats
By Donno the Cornac Archmage level 21
2nd Dusk 122nd year of Ascendancy at 06:38 see stats
By Donno the Cornac Archmage level 28
21st Dusk 122nd year of Ascendancy at 21:45 see stats
By Donno the Cornac Archmage level 49
16th Dusk 123rd year of Ascendancy at 00:35 see stats
By Donno the Cornac Archmage level 28
21st Dusk 122nd year of Ascendancy at 15:50 see stats
By Donno the Cornac Archmage level 32
13rd Haze 122nd year of Ascendancy at 16:14 see stats
By Donno the Cornac Archmage level 25
11st Dusk 122nd year of Ascendancy at 21:18 see stats
By Donno the Cornac Archmage level 13
5th Mirth 122nd year of Ascendancy at 02:46 see stats
By Donno the Cornac Archmage level 37
41st Haze 122nd year of Ascendancy at 20:47 see stats
By Donno the Cornac Archmage level 27
13rd Dusk 122nd year of Ascendancy at 19:49 see stats
By Donno the Cornac Archmage level 16
1st Summertide 122nd year of Ascendancy at 01:53 see stats
By Donno the Cornac Archmage level 25
13rd Dusk 122nd year of Ascendancy at 14:58 see stats
Log
Hurricane from Donno hits Minotaur for 175 lightning damage.
Hurricane from Donno hits Black jelly for 189 lightning damage.
Hurricane from Donno hits Stone golem for 175 lightning damage.
LIFE LOST WARNING!
--------------------------------
Donno misses Stone golem.
Stone golem uses Unstoppable.
Black jelly absorbs some damage. Elida the orc summoner is closer to nature.
Hurricane from Donno hits Minotaur for 293 lightning damage.
Hurricane from Donno hits Black jelly for 316 lightning damage.
Hurricane from Donno hits Stone golem for 293 lightning damage.
Donno's armour is more intact.
Donno's spell attains critical power!
Donno's spell attains critical power!
Black jelly absorbs some damage. Elida the orc summoner is closer to nature.
Thunderstorm hits Minotaur for 85 lightning, 137 lightning (222 total damage).
Thunderstorm hits Black jelly for 189 lightning, 148 lightning (337 total damage).
Thunderstorm hits Stone golem for 214 lightning damage.
Thunderstorm hits Elida the orc summoner for 201 lightning damage.
Thorn Grab from Nerabrewe the orc summoner hits Donno for (79 ignored), 0 nature (0 total damage).
Minotaur resists Donno's 'Dazed'!
Minotaur uses Sunder Arms.
Minotaur performs a melee critical strike against Donno!
Donno's fighting ability is impaired!
Minotaur hits Donno for 1217 physical damage.
Melee retaliation hits Minotaur for 37 darkness, 27 fire (64 total damage).
Donno the level 54 cornac archmage was sliced to death by a minotaur on level 1 of Gorbat Pride.
--------------------------------
The furious lightning storm around Donno calms down and disappears.