









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Berserker |
| Level / Exp | 50 / 996% |
| Size | big |
| Lifes / Deaths | Killed by Silagarekira the giant green ant at level 17 on the 77th Haze 122nd year of Ascendancy at 20:22 1 / 6Killed by Aerumira the skeleton warrior at level 22 on the 26th Dusk 123rd year of Ascendancy at 09:32 Killed by Subject Z at level 22 on the 29th Dusk 123rd year of Ascendancy at 02:33 Killed by snow giant boulder thrower at level 23 on the 38th Dusk 123rd year of Ascendancy at 18:18 Killed by Aruriawyn the orc master wyrmic at level 41 on the 52nd Haze 124th year of Ascendancy at 19:40 Killed by Grushnak, Battlemaster of the Pride at level 50 on the 69th Haze 125th year of Ascendancy at 00:39 |
| Antimagic | Follower |
Primary Stats
| Strength | 152 (base 65) |
| Dexterity | 32 (base 15) |
| Constitution | 91 (base 64) |
| Magic | 19 (base 12) |
| Willpower | 117 (base 60) |
| Cunning | 65 (base 30) |
Resources
| Life | 1809/1809 |
| Stamina | 614/614 |
| Equilibrium | 0 |
| Healing Factor | 0.96574537639186 |
| Regeneration | 0.24143634409805 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 37.637072247758 |
| See Invisible | 37.637072247758 |
Offense: Mainhand
| Damage | 287 |
| Accuracy | 45 |
| Crit Chance | 60% |
| APR | 20 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 9.5 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +31% |
| Physical | +39% |
| Fire | +27% |
| All | +6% |
Offense: Damage Penetration
| Acid | +28% |
| Light | +15% |
| Physical | +20% |
| All | 0% |
| Nature | +58% |
Defense: Base
| Armour (hardiness) | 91.723073231957 (100%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 77 |
| Spell Save | 58 |
| Mental Save | 67 |
Defense: Resistances
| Acid | + 65%( 70%) |
| Blight | + 63%( 70%) |
| Arcane | + 37%( 70%) |
| Cold | + 33%( 70%) |
| All | + 22%( 70%) |
| Physical | + 43%( 70%) |
| Lightning | + 33%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 33%( 70%) |
| Mind | + 29%( 70%) |
| Darkness | + 61%( 70%) |
| Fire | + 67%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 80% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 856% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 48% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 362 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -809 life. The duration and life will increase by 1% for every 1% life you have lost (currently 809 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 772 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.40 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 1.00). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Yezugot the Mighty. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Shardskin. * 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 1600. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour)3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | dwarven lantern 'Gilirachak'1.0 Encumbrance T5 lite [Rare] Nature While equipped: Stats +3 Mag offense ------ Physical Power +30 (+5 eff.) Ignore resists +20% physical When Hit 8 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Unlife -80.00 life Life +64.00 other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. The set is complete. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ On-Hit 5 % chance to summon an orc spirit Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+3 eff.) Spell save +12 (+3 eff.) Mind save +12 (+3 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Sunwrack [power 326] (13 cooldown)2.0 Encumbrance T4 totem charm [Random Unique] Nature While equipped: offense ------ Damage +18% fire defense ------ Resistance +3% blight +15% fire Sting an enemy dealing 427 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 18% for 2 turns. 100% to reduce 2 talent cooldowns by 2. 100% to reduce fatigue by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Flarewind the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% fire defense ------ Resistance +3% fire Mind save +9 (+2 eff.) Life Regen +2.00 Stun Resist +20% other ------- Max hate +4.00 Rings make your fingers look great! |
| On fingers | Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+3 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Physical save +45 (+10 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| Around waist | Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+4 eff.) Spell save +15 (+4 eff.) Mind save +15 (+4 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In main hand | Prismripper the voratun battleaxe (188% power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Nature/Master Weapon Damage 189% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% On-Hit, radius 1 +16 physical On-crit, radius 2 +27 acid +63 nature While equipped: Stats +7 Dex offense ------ Combat Speed +10% Ignore resists +28% acid +33% nature +15% light Accuracy +24 (+8 eff.) Ignore Armor +16 defense ------ Defense +10 (+3 eff.) Resistance +2% physical Massive two-handed battleaxes. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+3 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+2 eff.) Spell save +15 (+4 eff.) Life +100.00 other ------- Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 173.84 arcane damage and stunned). Uses 85 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Main armor | Plate Armor of the King (15 def, 30 armour)17.0 Encumbrance T5 massive armor [Unique] Master While equipped: Stats +9 Wil defense ------ Armor +30 Defense +15 (+5 eff.) Fatigue +26% Resistance +25% acid +25% darkness +25% blight +25% fire +10% arcane Physical save +15 (+4 eff.) Spell save +25 (+6 eff.) Mind save +25 (+6 eff.) Stun Resist +30% Knockbk Resist +30% other ------- Max stamina +60.00 Light +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
| Cloak | Guise of the Hated (14 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun offense ------ Physical Crit +10.0% Mind Crit +10% Mindpower +20 (+5 eff.) On-Hit 30 mind 30 darkness Damage +4% all When Hit 30 mind 30 darkness defense ------ Defense +14 (+5 eff.) Resistance +10% darkness +10% mind Mind save +10 (+2 eff.) Stealth +12 other ------- Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness level 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Around neck | Garkul's Teeth0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. The set is complete. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+4 eff.) Mind save +18 (+4 eff.) Unlife -100.00 life Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 5.6 Power cost 9 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 571.93 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Inventory
healing infusion of the warrior (heal 366; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 366 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -738; dur 6; cd 30)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -738 life. The duration and life will increase by 1% for every 1% life you have lost (currently 738 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 712%; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 856%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 856% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 458; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 458 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 580; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 580 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; mental; dur 3; cd 16)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; physical; dur 2; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 33%; magical; dur 3; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 34%; mental; dur 2; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 35%; mental; dur 4; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 46%; magical; dur 2; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 46% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 47%; mental, magical; dur 2; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 47% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 311 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Limmir's Amulet of the Moon0.1 Encumbrance T3 amulet jewelry [Unique] While equipped: offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all defense ------ Armor +5 Resistance +5% all Stun Resist +30% Amulets make your neck look great! |
Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 188 strength, based on Magic) for 5 turns. Uses 21 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Polydathra the voratun amulet0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +3 Wil +8 Con offense ------ When Hit 8 mind defense ------ Crit Resistance 15.00% Healmod +30% Cut Resist +70% other ------- Infravision +3 Heal: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 389 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Shimmerbright the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +25% lightning defense ------ Defense +15 (+5 eff.) Resistance +10% physical +12% darkness +6% temporal Life +100.00 Silence Resist +20% other ------- Stamina/turn +0.70 Amulets make your neck look great! |
Singepain0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +6 Con offense ------ Damage +18% fire Ignore resists +25% blight When Hit 10 blight defense ------ Resistance +12% blight +12% fire Physical save +11 (+3 eff.) Life +60.00 Life Regen +9.00 Amulets make your neck look great! |
clarifying voratun amulet of strength (+6)0.1 Encumbrance T5 amulet jewelry [Ego] Nature While equipped: Stats +6 Str defense ------ Resistance +21% mind Confus Resist +37% Amulets make your neck look great! |
grounding gold amulet of cunning (+3)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +13% lightning Stun Resist +20% Amulets make your neck look great! |
insulating gold amulet0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +13% fire +13% cold Amulets make your neck look great! |
protective stralite amulet of vision0.1 Encumbrance T4 amulet jewelry [Ego++] Nature/Master While equipped: defense ------ Armor +5 Defense +5 (+2 eff.) Max Resistance +4% all Physical save +16 (+4 eff.) Blind Resist +18% other ------- Infravision +7 Sight +2 See Invisibility +12 Amulets make your neck look great! |
savior's stralite amulet of vision0.1 Encumbrance T4 amulet jewelry [Ego++] Nature/Master While equipped: defense ------ Physical save +22 (+5 eff.) Spell save +15 (+4 eff.) Mind save +16 (+4 eff.) Blind Resist +19% other ------- Infravision +9 Sight +2 See Invisibility +9 Amulets make your neck look great! |
serendipitous gold amulet of constitution (+8)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck +5 Con offense ------ Accuracy +5 (+1 eff.) defense ------ Defense +5 (+2 eff.) Resist unseen 12% Amulets make your neck look great! |
stabilizing gold amulet of strength (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str defense ------ Resistance +12% temporal Pinning Resist +27% Knockbk Resist +20% Amulets make your neck look great! |
stabilizing steel amulet of willpower (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +11% temporal Pinning Resist +24% Knockbk Resist +24% Amulets make your neck look great! |
starlit steel amulet of dexterity (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +16% light +12% darkness Blind Resist +21% Amulets make your neck look great! |
stralite amulet0.1 Encumbrance T4 amulet jewelry [Normal] Amulets make your neck look great! |
stralite amulet 'Ulfodorain'0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +7 Dex offense ------ Critical power +20.00% Ignore resists +15% physical defense ------ Armor +14 Resistance +9% mind +13% physical other ------- Stamina/turn +4.00 Amulets make your neck look great! |
voratun amulet 'Cloudbloom'0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Con offense ------ Ignore resists +25% lightning When Hit 4 lightning defense ------ Resistance +9% blight +15% temporal Mind save +18 (+4 eff.) Healmod +10% Disease Resist +20% Cut Resist +20% Teleport Resist +20% Amulets make your neck look great! |
voratun amulet 'Hathestir'0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil offense ------ Ignore resists +20% arcane When Hit 10 arcane defense ------ Resistance +28% fire +26% cold other ------- Mana/turn +0.36 Mana-on-crit +2.02 Vim-on-crit +2.02 Amulets make your neck look great! |
voratun amulet 'Lightningslice'0.1 Encumbrance T5 amulet jewelry [Rare] Master While equipped: offense ------ Damage +9% lightning +18% cold +27% nature Ignore resists +10% lightning On-Hit (Melee): * 22% chance to slow global speed by 65% defense ------ Resistance +30% lightning other ------- Masteries +0.35 Technique/Berserker's strength Amulets make your neck look great! |
warmaker's stralite amulet of cunning (+8)0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Str +5 Dex +8 Wil +5 Cun Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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. |
Corruptionwitch the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +5 Cun +6 Wil offense ------ Critical power +20.00% Damage +18% fire When Hit 4 nature 10 blight defense ------ Resistance +36% fire other ------- Psi when Hit +0.12 Rings make your fingers look great! |
Katothad0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Damage +9% mind +18% cold defense ------ Resistance +9% lightning +15% temporal +12% light +45% cold +5% arcane +18% nature Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Unlife -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. |
Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Starwilter the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +9 Str +6 Wil offense ------ Critical power +10.00% Damage +6% physical Ignore resists +15% light defense ------ Armor +18 Resistance +7% physical Crit Resistance 15.00% other ------- Stamina/turn +3.00 Rings make your fingers look great! |
Taintobeisance the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Cun +2 Mag offense ------ Damage +20% cold Accuracy +17 (+5 eff.) Ignore Armor +13 When Hit 4 nature On-Hit (Melee): * 24% chance to slow global speed by 65% * 24 arcane resource burn defense ------ Defense +36 (+12 eff.) Resistance +40% cold Spell save +9 (+2 eff.) Life +100.00 Life Regen +16.00 Healmod +19% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Voidresolve the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +3 Wil offense ------ Damage +12% fire Ignore resists +25% darkness defense ------ Resistance +15% acid +24% fire Physical save +16 (+4 eff.) Spell save +16 (+4 eff.) Mind save +16 (+4 eff.) other ------- Max vim +30.00 Rings make your fingers look great! |
copper ring 'Mayinne'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +3 Mag offense ------ Physical Crit +2.0% defense ------ Armor +10 Defense +6 (+2 eff.) other ------- Vim-on-crit +2.00 Max stamina +30.00 Max vim +30.00 Rings make your fingers look great! |
marksman's gold ring of clarity0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Dex offense ------ Accuracy +8 (+2 eff.) defense ------ Mind save +7 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
marksman's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +4 Dex offense ------ Accuracy +8 (+2 eff.) defense ------ Life +25.00 Disarm Resist +30% Pinning Resist +24% Knockbk Resist +24% Rings make your fingers look great! |
painweaver's stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Physical Power +9 (+1 eff.) Spellpower +9 (+2 eff.) Mindpower +8 (+2 eff.) Damage +5% all defense ------ Life +63.00 Life Regen +5.00 Healmod +13% Rings make your fingers look great! |
psionicist's steel ring of corrosion (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +11% acid defense ------ Resistance +22% acid Mind save +8 (+2 eff.) Rings make your fingers look great! |
savage's voratun ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +3 Con defense ------ Spell save +18 (+5 eff.) other ------- Max stamina +26.00 Rings make your fingers look great! |
sneakthief's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +5 Dex offense ------ Accuracy +7 (+2 eff.) Rings make your fingers look great! |
steel ring of lightning (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! |
stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +10 (+3 eff.) Ignore Armor +10 defense ------ Defense +10 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +13 (+4 eff.) Ignore Armor +11 defense ------ Defense +11 (+4 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite ring of warding0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +17% acid +14% fire +18% lightning +19% cold Rings make your fingers look great! |
titan's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
titan's voratun ring of clarity0.1 Encumbrance T5 ring jewelry [Ego] Nature/Psionic While equipped: Stats +6 Con defense ------ Physical save +12 (+3 eff.) Mind save +13 (+3 eff.) Confus Resist +38% Rings make your fingers look great! |
treant's voratun ring of pilfering0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +14 (+4 eff.) Ignore Armor +13 defense ------ Defense +12 (+4 eff.) Resistance +12% nature +13% blight Poison Resist +17% Disease Resist +18% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun ring 'Scorpionviper'0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats +10 Wil offense ------ Damage +9% nature Ignore resists +25% acid +25% darkness +15% nature When Hit 8 nature defense ------ Resistance +15% nature Mind save +20 (+5 eff.) Rings make your fingers look great! |
Crude Iron Battle Axe of Kroll (180% power, 7 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 180% Range: 1.0x-1.5x Uses 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +2 Dex +2 Con offense ------ Damage +10% physical defense ------ Armor +6 Defense +6 (+2 eff.) Stun Resist +30% Knockbk Resist +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Eksatin's Ultimatum (175% power, 25 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 175% Range: 1.0x-1.5x Uses 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +25.0% Attack Speed 100% On Critical: * decapitate a weakened target While equipped: offense ------ Critical power +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
plaguebringer's voratun battleaxe of enduring (170% power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Arcane/Nature Weapon Damage 170% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +23 blight On Hit: 20% Epidemic level 5 On Hit: * 28% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +14 Con +14 Wil defense ------ Life +80.00 Disease Resist +38% Massive two-handed battleaxes. |
stormbringer's stralite battleaxe of evisceration (156% power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego++] Nature/Master Weapon Damage 156% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-crit, radius 2 +33 lightning +19 cold On Critical: * Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +16 (+3 eff.) Move Speed +34% Ignore resists +26% lightning +21% cold Massive two-handed battleaxes. |
truestriking voratun battleaxe of shearing (170% power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Master Weapon Damage 171% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Ignore resists +16% all +16% physical Accuracy +46 (+15 eff.) Ignore Armor +27 Massive two-handed battleaxes. |
voratun battleaxe 'Singekill' (167% power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Rare] Nature Weapon Damage 168% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +12 blight While equipped: Stats +5 Dex +13 Wil +26 Con offense ------ Damage +9% blight +15% fire Ignore resists +15% blight defense ------ Life +140.00 other ------- Infravision +3 See Invisibility +6 Massive two-handed battleaxes. |
warbringer's voratun battleaxe of torment (167% power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Master/Psionic Weapon Damage 168% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +5 Con offense ------ Physical Power +14 (+2 eff.) Ignore resists +13% physical defense ------ Disarm Resist +42% Massive two-handed battleaxes. |
Big Badda Bum (176% power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Random Unique] Nature/Disrupt/Psionic Weapon Damage 177% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +6.0% Attack Speed 100% On-hit +28 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: offense ------ Accuracy +20 (+6 eff.) defense ------ Defense +5 (+2 eff.) Resistance +24% acid +2% physical +19% lightning +23% cold +24% fire +6% nature +14% all Spell save +20 (+5 eff.) Massive two-handed mauls. |
Islulrana the Oozebrand (192% power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 192% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +63 lightning +35 cold While equipped: Stats +10 Str offense ------ Move Speed +70% Damage +21% physical +6% arcane +12% nature Ignore resists +20% lightning +40% cold Accuracy +14 (+4 eff.) When Hit 6 arcane 8 cold defense ------ Resistance +6% nature Massive two-handed mauls. |
Unstoppable Mauler (159% power, 15 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Master Weapon Damage 160% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +3.0% Attack Speed 100% On Hit: 15% Sunder Armour level 3 While equipped: offense ------ Accuracy +20 (+6 eff.) defense ------ Pinning Resist +100% Knockbk Resist +100% Fearless Cleave: Effective talent level: 4.2 Power cost 16 out of 18/18. Range melee/personal Cooldown: 0 Travel.spd instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 137% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
Chillgrind (171% power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Nature/Master Weapon Damage 171% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +20 cold +16 temporal On-crit, radius 2 +16 cold While equipped: Stats +10 Str +13 Dex +14 Mag +17 Wil +16 Cun +17 Con offense ------ Physical Crit +21.0% Critical power +49.00% Accuracy +14 (+4 eff.) Ignore Armor +19 defense ------ Defense +16 (+5 eff.) Disarm Resist +63% other ------- EQ when Hit +0.12 Massive two-handed swords. |
Genocide (152% power, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Nature/Master Weapon Damage 152% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Warmaster Gnarg's Murderblade (172% power, 19 apr)3.0 Encumbrance T4 greatsword 2H weapon [Unique] Master Weapon Damage 172% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +19 Critical Rate +10.0% Attack Speed 100% Damage Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con defense ------ Resist Against +20% Living other ------- Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Dawn's Blade (161% power, 7 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Weapon Damage 162% Range: 1.0x-1.4x Uses 25% Mag, 80% Str Damage Light Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% Damage Against +25% Undead +25% Demon While equipped: offense ------ Spell Crit +4% Spellpower +10 (+2 eff.) Damage +20% light Ignore resists +25% light other ------- Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 119.78 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 30 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Poltergeist's Nexus of the Way (124% power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 124% Range: 1.0x-1.1x Uses 60% Wil, 20% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +18 (+5 eff.) Damage +20% mind Ignore resists +20% mind defense ------ Resistance +20% mind Confus Resist +30% Stun Resist +60% Wayist: (Instant) Effective talent level: 1.0 Power cost 51 out of 60/60. Range 4 Cooldown: 46 Travel.spd instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 59 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Harodunarak the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Dex +1 Con offense ------ Physical Power +5 (+1 eff.) Damage +9% physical Ignore Armor +1 defense ------ Resistance +5% fire +6% cold other ------- Max stamina +30.00 A belt that goes around your waist. |
Lightning Catcher1.0 Encumbrance T5 belt armor [Unique] Psionic While equipped: defense ------ Fatigue +5% Resistance +30% lightning Stun Resist +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
balancing hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +7 Dex +10 Cun +6 Lck offense ------ Physical Crit +9.0% Mind Crit +8% defense ------ Stealth +7 other ------- Disarm Traps +13 Infravision +5 A belt that goes around your waist. |
drakeskin leather belt 'Nightmonster'1.0 Encumbrance T5 belt armor [Rare] Nature While equipped: offense ------ Damage +30% darkness Ignore resists +10% darkness +25% fire When Hit 4 acid On-Hit (Melee): * 20% chance to reduce damage dealt by 30% defense ------ Resistance +9% acid +20% darkness Life +70.00 A belt that goes around your waist. |
grounding hardened leather belt of life1.0 Encumbrance T3 belt armor [Ego] Nature While equipped: defense ------ Resistance +5% lightning +5% temporal Life Regen +1.20 Healmod +14% A belt that goes around your waist. |
noble's hardened leather belt of valiance1.0 Encumbrance T3 belt armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +7 Wil offense ------ Against +21% Summoned defense ------ Resist Against +23% Summoned Mind save +9 (+2 eff.) Life +42.00 A belt that goes around your waist. |
ravager's hardened leather belt1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: offense ------ Damage +11% physical Ignore resists +9% physical A belt that goes around your waist. |
Erelechak the cashmere cloak (12 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Ignore resists +10% blight Ignore Shields +30% defense ------ Defense +12 (+4 eff.) Resistance +18% acid +9% blight Spell save +7 (+2 eff.) Poison Resist +20% other ------- Stamina/turn +0.60 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glorariakira the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +6 Dex +6 Wil +5 Cun offense ------ Mind Crit +2% Critical power +20.00% defense ------ Defense +2 (+1 eff.) Mind save +9 (+2 eff.) other ------- Max psi +50.00 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glorimira the elven-silk cloak (20 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +2 Dex offense ------ Damage +6% arcane +9% blight Ignore resists +15% physical Accuracy +6 (+2 eff.) Ignore Armor +3 When Hit 6 blight defense ------ Defense +20 (+7 eff.) Resistance +18% light +23% fire Physical save +10 (+3 eff.) Stealth +9 other ------- Max vim +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hazehunger (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Con defense ------ Defense +7 (+2 eff.) Resistance +9% acid +3% fire +3% cold Physical save +6 (+2 eff.) other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck offense ------ Spellpower +8 (+2 eff.) Damage +10% temporal defense ------ Defense +10 (+3 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+5 eff.) Spell save +20 (+5 eff.) Mind save +20 (+5 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 1.0 Power cost 43 out of 50/50. Range melee/personal Cooldown: 50 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. |
Velasenor the elven-silk cloak (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +8 Dex +5 Wil +11 Cun offense ------ Mind Crit +6% Accuracy +7 (+2 eff.) Ignore Armor +4 defense ------ Defense +3 (+1 eff.) Resistance +12% blight +6% fire Crit Resistance 15.00% Disarm Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's elven-silk cloak of fog (12 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con defense ------ Defense +12 (+4 eff.) Resistance +19% light +22% fire Physical save +12 (+3 eff.) Stealth +13 Life +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's elven-silk cloak of backstabbing (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego++] Master While equipped: Stats +2 Cun +5 Dex offense ------ Critical power +17.00% Accuracy +17 (+5 eff.) Ignore Armor +21 defense ------ Defense +3 (+1 eff.) Stealth +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of the guardian (12 def, 5 armour)2.0 Encumbrance T3 cloak armor [Ego++] Master While equipped: offense ------ Damage +13% darkness Ignore resists +7% darkness defense ------ Armor +5 Defense +12 (+4 eff.) Resistance +12% darkness Physical save +15 (+4 eff.) Spell save +16 (+4 eff.) Mind save +14 (+3 eff.) Stealth +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature While equipped: defense ------ Defense +2 (+1 eff.) Resistance +7% acid +8% fire +7% lightning +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed cashmere cloak of Iron Throne (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature/Master While equipped: Stats +2 Str +1 Con defense ------ Defense +2 (+1 eff.) Resistance +7% acid +7% fire +7% lightning +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
fleetfooted pair of voratun boots of disengagement (4 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Master While equipped: Stats +12 Dex +4 Cun defense ------ Armor +5 Defense +4 (+1 eff.) Fatigue +4% Disengage: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +4 Fatigue +3% Resistance +7% fire +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Ce'Notha' (32 def, 15 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +30 (+5 eff.) defense ------ Armor +15 Defense +32 (+11 eff.) Unlife -80.00 life other ------- Psi when Hit +0.08 Evasion: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of voratun boots 'Barkbloom' (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Damage +3% nature On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +5 Fatigue -5% Resistance +20% lightning +21% temporal +12% nature +3% light Physical save +22 (+5 eff.) Spell save +13 (+3 eff.) Mind save +13 (+3 eff.) other ------- Encumbrance +43 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of voratun boots of rushing (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Master While equipped: Stats +3 Str +5 Cun +6 Con defense ------ Armor +5 Fatigue +4% Physical save +23 (+5 eff.) Mind save +18 (+4 eff.) Rush: Puts all charms on 22 turn cooldown Effective talent level: 3.9 Power cost 22 out of 25/25. Range 9 Cooldown: 16 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glintworth the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +5 Cun +4 Dex offense ------ Accuracy +6 (+2 eff.) Ignore Armor +7 On-Hit (Melee): * 10% chance to reduce all saves and defense by 37 defense ------ Armor +2 Fatigue +3% Resistance +9% lightning +15% fire +3% mind +9% nature other ------- Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Goruradig the drakeskin leather gloves (0 def, 9 armour)1.0 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +5 Str +3 Wil +5 Con defense ------ Armor +9 Resistance +2% physical +9% temporal Spell save +9 (+2 eff.) Life +100.00 Life Regen +4.00 Disease Resist +20% Disarm Resist +43% Knockbk Resist +20% other ------- Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lightdream (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Rare] Nature While equipped: offense ------ On-Hit 14 cold Damage +9% lightning +11% cold Ignore resists +10% lightning +15% light defense ------ Armor +3 Fatigue +5% Resistance +9% cold +20% light +21% fire other ------- Light +3 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. |
brawler's drakeskin leather gloves of butchering (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Disrupt/Master While equipped: Stats +2 Str +4 Dex +4 Cun offense ------ Physical Power +7 (+1 eff.) Accuracy +10 (+3 eff.) Ignore Armor +8 defense ------ Armor +3 Resistance +11% blight Physical save +11 (+3 eff.) Spell save +17 (+4 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of dexterity (+4) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +4 Str +8 Dex +4 Cun offense ------ Accuracy +23 (+7 eff.) defense ------ Armor +3 Physical save +12 (+3 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's voratun gauntlets of the verdant (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Disrupt/Master While equipped: Stats +4 Str +3 Dex +3 Cun defense ------ Armor +3 Fatigue +5% Resistance +7% blight +13% darkness +15% arcane Affinity +12% nature Physical save +11 (+3 eff.) Spell save +8 (+2 eff.) other ------- Cooldown Double Strike -1 Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Nimbusspiker' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +12% lightning +9% arcane +6% blight Ignore resists +10% blight Accuracy +7 (+2 eff.) defense ------ Armor +2 Fatigue +3% Resistance +9% blight Physical save +7 (+2 eff.) Mind save +6 (+1 eff.) Disarm Resist +24% 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. |
heroic voratun gauntlets of war-making (0 def, 8 armour)1.5 Encumbrance T4 hands armor [Ego++] Master While equipped: offense ------ Physical Crit +10.0% Spell Crit +11% Mind Crit +14% Critical power +10.00% defense ------ Armor +8 Fatigue +5% Mind save +7 (+2 eff.) Life +49.00 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. |
polar voratun gauntlets of the verdant (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ On-Hit 10 cold Damage +6% cold defense ------ Armor +3 Fatigue +5% Resistance +12% blight +8% cold +13% darkness +10% arcane Affinity +10% nature Spell save +14 (+4 eff.) other ------- Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful voratun gauntlets of the juggernaut (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Master/Psionic While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Physical save +22 (+5 eff.) Spell save +6 (+2 eff.) Mind save +5 (+1 eff.) Life Regen +9.00 Disarm Resist +31% other ------- Stamina/turn +1.60 Max stamina +26.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.6 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
umbral drakeskin leather gloves of the juggernaut (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: Stats +5 Con offense ------ On-Hit 6 darkness Damage +4% darkness defense ------ Armor +3 Resistance +10% darkness Physical save +17 (+4 eff.) Spell save +5 (+1 eff.) Mind save +7 (+2 eff.) Disarm Resist +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.6 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Command (3 def, 6 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 1.0 Power cost 51 out of 60/60. Range melee/personal Cooldown: 45 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Nightvein (0 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +5 Dex +3 Mag +4 Wil +3 Con offense ------ Damage +9% mind Ignore resists +25% mind defense ------ Armor +5 Fatigue +5% Resistance +12% darkness +21% cold other ------- Hate-on-crit +3.00 Breathe water A cap made of leather. |
Tannen's Demise (8 def, 14 armour)3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +5 Str +3 Mag +15 Con offense ------ Physical Power +6 (+1 eff.) When Hit 8 light defense ------ Armor +14 Defense +8 (+3 eff.) Fatigue +5% Resistance +6% light +6% arcane +7% all Physical save +39 (+8 eff.) other ------- Light +4 See Invisibility +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Face of Fear (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+4 eff.) defense ------ Defense +8 (+3 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 2.0 Power cost 16 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 20.14 mind and 20.14 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 21% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 21. Terrified: Deals 4.77 mind and 4.77 darkness damage per turn and increases cooldowns by 32%. Haunted: Causes the target to suffer 7.95 mind and 7.95 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. This item has been sent to the Item's Vault. |
defender's voratun helm of the bounder (8 def, 13 armour)3.0 Encumbrance T5 head armor [Ego++] Master While equipped: Stats +8 Str +7 Dex defense ------ Armor +13 Defense +8 (+3 eff.) Fatigue +5% Resistance +7% all Physical save +12 (+3 eff.) Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.6 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1399.4 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindcaging voratun helm of dexterity (+6) (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Master/Psionic While equipped: Stats +6 Dex defense ------ Armor +5 Fatigue +5% Resistance +17% mind Mind save +18 (+4 eff.) Confus Resist +44% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindcaging voratun helm of ire (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Con defense ------ Armor +5 Fatigue +5% Resistance +24% mind Physical save +9 (+2 eff.) Mind save +44 (+11 eff.) Confus Resist +40% Battle Cry: Puts all charms on 24 turn cooldown Effective talent level: 2.8 Power cost 24 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 20 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's drakeskin leather cap of dexterity (+4) (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Nature/Master While equipped: Stats +4 Str +10 Dex +3 Cun +5 Con defense ------ Armor +5 Fatigue +5% A cap made of leather. |
enlightening voratun mail armour of the deep (5 def, 13 armour)14.0 Encumbrance T5 heavy armor [Ego++] Nature/Psionic While equipped: Stats +7 Cun +6 Wil defense ------ Armor +13 Defense +5 (+2 eff.) Fatigue +12% Resistance +10% acid +9% cold Mind save +22 (+5 eff.) other ------- Breathe water A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of the deep (3 def, 18 armour)14.0 Encumbrance T3 heavy armor [Ego+] Nature/Master While equipped: defense ------ Armor +18 Defense +3 (+1 eff.) Fatigue +12% Resistance +5% acid +7% cold other ------- Breathe water A suit of armour made of mail. |
radiant voratun mail armour of the deep (5 def, 14 armour)14.0 Encumbrance T5 heavy armor [Ego++] Nature While equipped: Stats +2 Wil defense ------ Armor +14 Defense +5 (+2 eff.) Fatigue +12% Resistance +11% acid +11% cold +17% darkness +22% blight other ------- Light +2 Breathe water A suit of armour made of mail. |
voratun mail armour of the deep (5 def, 16 armour)14.0 Encumbrance T5 heavy armor [Ego+] Nature While equipped: defense ------ Armor +16 Defense +5 (+2 eff.) Fatigue +12% Resistance +10% acid +5% cold other ------- Breathe water A suit of armour made of mail. |
Cuirass of the Dark Lord (0 def, 30 armour)17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con offense ------ Physical Power +10 (+2 eff.) When Hit 30 physical defense ------ Armor +30 Fatigue +25% Resistance +20% physical Physical save +15 (+4 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 400.32 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 22 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. |
Isenor the dwarven-steel plate armour (0 def, 23 armour)17.0 Encumbrance T3 massive armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Armor +23 Fatigue +22% Resistance +10% acid +11% physical +10% lightning +3% nature +6% fire +5% arcane +8% cold Disease Resist +20% Silence Resist +20% Disarm Resist +27% Stun Resist +30% Knockbk Resist +32% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
The Black Plate (25 def, 35 armour)17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Physical Power +10 (+2 eff.) defense ------ Armor +35 Defense +25 (+8 eff.) Fatigue +15% Resistance +15% acid +20% darkness +15% blight +25% fire +20% cold Physical save +15 (+4 eff.) Spell save +25 (+6 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat Shadow Power +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
hardened voratun plate armour of the dragon (0 def, 24 armour)17.0 Encumbrance T5 massive armor [Ego++] Nature/Master While equipped: defense ------ Armor +24 Fatigue +22% Resistance +25% acid +22% physical +22% cold +23% lightning +26% fire Disarm Resist +32% Stun Resist +29% Knockbk Resist +38% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
voratun plate armour of the deep (0 def, 20 armour)17.0 Encumbrance T5 massive armor [Ego+] Nature While equipped: defense ------ Armor +20 Fatigue +22% Resistance +8% acid +5% cold other ------- Breathe water A suit of armour made of metal plates. |
Quiver of Domination (20/20, 127% power, 8 apr)3.0 Encumbrance T4 arrow ammo [Unique] Psionic Weapon Damage 127% Range: 1.0x-1.4x Uses 20% Wil, 60% Dex, 50% Str Damage Mind Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Critical: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 43 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
13 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath Rock0.1 Encumbrance T5 demonic gem [Unique] Arcane While carried: When Hit 34 healing Mind save -18 (-5 eff.) Life Regen -2.00 Healmod -50% Light -2 Item imbue powers: Physical Power +12 (+2 eff.) Spellpower +16 (+4 eff.) Damage +9% all When Hit 34 darkness Healmod +50% Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 4.0 Power cost 26 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 23.92 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures 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. |
11 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+2 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 68 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 6.57 cold damage and 8.61 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(162 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego] Psionic While equipped: defense ------ Mind save +7 (+2 eff.) other ------- Light +4 See Stealth +5 See Invisibility +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego+] Disrupt/Master While equipped: defense ------ Resistance +3% all Spell save +9 (+2 eff.) other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright dwarven lantern of corpselight1.0 Encumbrance T5 lite [Ego+] Arcane/Master While equipped: offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) defense ------ Resistance +12% blight +9% darkness other ------- Light +9 Infravision +4 See Invisibility +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 20 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 39 blight damage or heals 56 life. Creatures standing in the retch also have 17% 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. |
dwarven lantern of the sun1.0 Encumbrance T5 lite [Ego+] Arcane While equipped: offense ------ Damage +8% light defense ------ Resistance +11% darkness Affinity +5% light other ------- Light +7 Sun Flare: Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 43.19 light damage. At talent level 3 you gain 9% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
nightwalker's alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +7 (+1 eff.) defense ------ Resistance +3% all Spell save +7 (+2 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's dwarven lantern of illusion1.0 Encumbrance T5 lite [Ego++] Master/Psionic While equipped: defense ------ Defense +9 (+3 eff.) Physical save +14 (+3 eff.) Spell save +16 (+4 eff.) Mind save +15 (+4 eff.) Blind Resist +36% Confus Resist +30% other ------- Light +10 See Stealth +25 See Invisibility +14 Track: Puts all charms on 34 turn cooldown Effective talent level: 2.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Miniature R2D2 Miniature R2D21.0 Encumbrance T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 43 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Miniature R2D2 Miniature R2D21.0 Encumbrance T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 43 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Bladed Rift2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+2 eff.) Mindpower +10 (+3 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 5.0 Power cost 13 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Fortune's Eye2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+4 eff.) Ignore Armor +12 defense ------ Defense +12 (+4 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 2.0 Power cost 16 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance 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 Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 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. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 Encumbrance T3 plant misc [Plot Item] Unknown While carried: offense ------ Damage +2% all Against +20% Immovable Become the plumpkin. Uses 85 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +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 Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
80 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
8 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 361.56 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Leledraldir [power 91] (22 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +4 Str +8 Dex offense ------ Physical Crit +7.0% Critical power +15.00% Ignore resists +25% acid other ------- Max stamina +30.00 Setup a psionic shield, reducing all damage taken by 91 for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
extending voratun torque of gale force [power 350] (13 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 486 physical damage Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
powerful voratun torque of clear mind [power 4] (22 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick stralite torque of psionic shield [power 83] (17 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 83 for 5 turns Puts all charms on 17 turn cooldown Torques are made by powerful psionics to store psionic powers. |
quick voratun torque of psionic shield [power 107] (16 cooldown)2.0 Encumbrance T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 107 for 5 turns Puts all charms on 16 turn cooldown Torques are made by powerful psionics to store psionic powers. |
soothing voratun torque of clear mind [power 5] (22 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to heal for 66. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of gale force [power 195] (17 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 271 physical damage Puts all charms on 17 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+3 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
The Guardian's Totem2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+2 eff.) When Hit: * 18% chance to slow global speed by 65% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+5 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 43 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Trash Pole [power 59] (17 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Ignore resists +25% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 defense ------ Resistance +6% arcane +6% nature Spell save +9 (+2 eff.) Disarm Resist +24% Harden the skin for 7 turns increasing armour by 59 and armour hardiness by 70% Puts all charms on 17 turn cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. 100% to heal for 110. 100% to reduce fatigue by 60% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of Life2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
Umbrabore [power 422] (13 cooldown)2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +2 Cun offense ------ Mindpower +32 (+8 eff.) Damage +32% arcane +27% darkness defense ------ Resistance +16% mind +6% darkness Heal yourself and all friendly characters within 10 spaces for 422 Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging [power 170] (13 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 223 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
cleansing dragonbone totem of healing [power 518] (13 cooldown)2.0 Encumbrance T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 518 Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
cleansing dragonbone totem of summon tentacle [power 395] (22 cooldown)2.0 Encumbrance T5 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 966 Base Damage: 451 Armor: 45 All Resist: 19 Puts all charms on 22 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
cleansing elven-wood totem of healing [power 356] (13 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 356 Puts all charms on 13 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
cleansing yew totem of thorny skin [power 36] (17 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 36 and armour hardiness by 50% Puts all charms on 17 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing [power 464] (13 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 464 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing 'Satyrpiercer' [power 434] (13 cooldown)2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: offense ------ Damage +9% mind Ignore resists +10% nature When Hit 10 mind 10 fire On-Hit (Melee): * 20% chance to slow global speed by 65% defense ------ Resistance +9% mind +24% fire Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 13 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
supercharged dragonbone totem of healing [power 620] (17 cooldown)2.0 Encumbrance T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 620 Puts all charms on 17 turn cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of summon tentacle 'Muckswift' [power 250] (22 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +6% lightning +15% nature defense ------ Resistance +9% nature +15% cold Crit Resistance 10.00% Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 607 Base Damage: 256 Armor: 10 All Resist: 13 Puts all charms on 22 turn cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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. |
10 diamond0.0 Encumbrance 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. |
13 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Yezugot the Mighty the Thalore Berserker level 33
9th Regrowth 124th year of Ascendancy at 21:20 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Yezugot the Mighty the Thalore Berserker level 29
67th Haze 123rd year of Ascendancy at 02:42 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Yezugot the Mighty the Thalore Berserker level 33
8th Regrowth 124th year of Ascendancy at 06:54 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Yezugot the Mighty the Thalore Berserker level 27
8th Haze 123rd year of Ascendancy at 13:27 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Yezugot the Mighty the Thalore Berserker level 40
24th Dusk 124th year of Ascendancy at 03:42 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Yezugot the Mighty the Thalore Berserker level 46
66th Regrowth 125th year of Ascendancy at 19:01 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Yezugot the Mighty the Thalore Berserker level 38
19th Dusk 124th year of Ascendancy at 16:58 see stats
Catch that Plumpkin! (Nightmare (Adventure) difficulty)
Finish the Plumpkin event.By Yezugot the Mighty the Thalore Berserker level 48
79th Pyre 125th year of Ascendancy at 02:13 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Yezugot the Mighty the Thalore Berserker level 50
61st Haze 125th year of Ascendancy at 06:30 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Yezugot the Mighty the Thalore Berserker level 13
35th Haze 122nd year of Ascendancy at 16:29 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Yezugot the Mighty the Thalore Berserker level 47
49th Pyre 125th year of Ascendancy at 07:06 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Yezugot the Mighty the Thalore Berserker level 37
16th Dusk 124th year of Ascendancy at 07:00 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Yezugot the Mighty the Thalore Berserker level 41
30th Dusk 124th year of Ascendancy at 16:37 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Yezugot the Mighty the Thalore Berserker level 26
56th Dusk 123rd year of Ascendancy at 22:48 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Yezugot the Mighty the Thalore Berserker level 20
20th Regrowth 123rd year of Ascendancy at 08:40 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Yezugot the Mighty the Thalore Berserker level 30
5th Decay 123rd year of Ascendancy at 18:10 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Yezugot the Mighty the Thalore Berserker level 27
59th Dusk 123rd year of Ascendancy at 07:30 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Yezugot the Mighty the Thalore Berserker level 50
3rd Haze 125th year of Ascendancy at 08:31 see stats
Got eggs? (Nightmare (Adventure) difficulty)
Finish the Pikataclysm event.By Yezugot the Mighty the Thalore Berserker level 35
46th Regrowth 124th year of Ascendancy at 14:57 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Yezugot the Mighty the Thalore Berserker level 29
67th Haze 123rd year of Ascendancy at 02:06 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Yezugot the Mighty the Thalore Berserker level 10
11st Dusk 122nd year of Ascendancy at 21:19 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Yezugot the Mighty the Thalore Berserker level 20
13rd Regrowth 123rd year of Ascendancy at 01:52 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Yezugot the Mighty the Thalore Berserker level 30
80th Haze 123rd year of Ascendancy at 18:04 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Yezugot the Mighty the Thalore Berserker level 40
23rd Dusk 124th year of Ascendancy at 17:26 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Yezugot the Mighty the Thalore Berserker level 50
6th Flare 125th year of Ascendancy at 09:04 see stats
May the 4th be with you!
.By Yezugot the Mighty the Thalore Berserker level 18
2nd Regrowth 123rd year of Ascendancy at 17:38 see stats
Merry wintertide! (Nightmare (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Yezugot the Mighty the Thalore Berserker level 36
61st Regrowth 124th year of Ascendancy at 16:04 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Yezugot the Mighty the Thalore Berserker level 50
10th Dusk 125th year of Ascendancy at 03:38 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Yezugot the Mighty the Thalore Berserker level 20
21st Regrowth 123rd year of Ascendancy at 02:40 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Yezugot the Mighty the Thalore Berserker level 41
67th Haze 124th year of Ascendancy at 15:03 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Yezugot the Mighty the Thalore Berserker level 36
61st Regrowth 124th year of Ascendancy at 04:17 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Yezugot the Mighty the Thalore Berserker level 15
64th Haze 122nd year of Ascendancy at 15:22 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Yezugot the Mighty the Thalore Berserker level 38
16th Dusk 124th year of Ascendancy at 08:07 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Yezugot the Mighty the Thalore Berserker level 26
56th Dusk 123rd year of Ascendancy at 21:42 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Yezugot the Mighty the Thalore Berserker level 10
12nd Dusk 122nd year of Ascendancy at 12:30 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Yezugot the Mighty the Thalore Berserker level 29
67th Haze 123rd year of Ascendancy at 02:42 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Yezugot the Mighty the Thalore Berserker level 21
22nd Pyre 123rd year of Ascendancy at 09:09 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Yezugot the Mighty the Thalore Berserker level 50
26th Dusk 125th year of Ascendancy at 05:01 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Yezugot the Mighty the Thalore Berserker level 5
3rd Flare 122nd year of Ascendancy at 15:56 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Yezugot the Mighty the Thalore Berserker level 41
66th Haze 124th year of Ascendancy at 04:05 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Yezugot the Mighty the Thalore Berserker level 41
57th Haze 124th year of Ascendancy at 17:32 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Yezugot the Mighty the Thalore Berserker level 21
21st Pyre 123rd year of Ascendancy at 14:12 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Yezugot the Mighty the Thalore Berserker level 27
8th Haze 123rd year of Ascendancy at 14:59 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Yezugot the Mighty the Thalore Berserker level 19
10th Regrowth 123rd year of Ascendancy at 16:37 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Yezugot the Mighty the Thalore Berserker level 32
7th Regrowth 124th year of Ascendancy at 08:21 see stats
Log
Resting starts...
Talent Vitality is ready to use.
Talent Execution is ready to use.
Talent Nature's Pride is ready to use.
Talent Antimagic Shield is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Death Dance is ready to use.
Talent Daunting Presence is ready to use.
Talent Blinding Speed is ready to use.
Talent Berserker Rage is ready to use.
Talent Pain Enhancement System is ready to use.
Talent Gift of the Woods is ready to use.
Talent Relentless Fury is ready to use.
Talent Unstoppable is ready to use.
Rested for 34 turns (stop reason: all resources and life at maximum).
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 70th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:05.
There is a Entrance to Grushnak Pride bastion here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).







































































































































































