Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.6Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Marauder |
Level / Exp | 50 / 3913% |
Size | medium |
Lifes / Deaths | Killed by Eladhethra the elven mage at level 12 on the 4th Decay 122nd year of Ascendancy at 20:28 0 / 7Killed by Shasshhiy'Kaish at level 27 on the 74th Regrowth 123rd year of Ascendancy at 18:03 Killed by Bethowen the elven guard at level 29 on the 3rd Pyre 123rd year of Ascendancy at 23:08 Killed by Adekira the skeleton assassin at level 36 on the 33rd Dusk 123rd year of Ascendancy at 07:27 Killed by Atamathon the Giant Golem at level 50 on the 71st Regrowth 125th year of Ascendancy at 10:03 Killed by Atamathon the Giant Golem at level 50 on the 2nd Flare 125th year of Ascendancy at 17:13 Killed by Mayeldara the orc necromancer at level 50 on the 22nd Dusk 125th year of Ascendancy at 21:55 |
Antimagic | Follower |
Primary Stats
Strength | 128 (base 63) |
Dexterity | 84 (base 63) |
Constitution | 97 (base 51) |
Magic | 45 (base 10) |
Willpower | 81 (base 12) |
Cunning | 101 (base 60) |
Resources
Life | 1935/1935 |
Psi | 132/161 |
Stamina | 196/314 |
Equilibrium | 30 |
Healing Factor | 1.5387960030036 |
Regeneration | 73.671580491421 |
Speed
Mental | +26.494591335954% |
Attack | 0% |
Movement | +32.64892493468% |
Spell | 0% |
Global | +196.75921363059% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 7 |
See Stealth | 94.411551504728 |
See Invisible | 95.411551504728 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 198 |
Accuracy | 93 |
Crit Chance | 106% |
APR | 100 |
Speed | 0.79 |
Offense: Offhand
Damage | 161 |
Accuracy | 93 |
Crit Chance | 110% |
APR | 103 |
Speed | 0.79 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 46% |
Speed | 1 |
Offense: Damage Bonus
Blight | +16% |
Arcane | +25% |
Mind | +10% |
All | +7% |
Lightning | +37% |
Temporal | +10% |
Physical | +62% |
Cold | +33% |
Fire | +27% |
Nature | +68% |
Offense: Damage Penetration
Physical | +78% |
Nature | +67% |
Fire | +57% |
Cold | +72% |
Blight | +52% |
Arcane | +62% |
Mind | +62% |
All | +42% |
Defense: Base
Armour (hardiness) | 68 (80.678270784467%) |
Defense | 72 |
Ranged Defense | 72 |
Fatigue | 0 |
Physical Save | 61 |
Spell Save | 49 |
Mental Save | 75 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 54%( 70%) |
Arcane | + 46%( 70%) |
Cold | + 70%( 70%) |
All | + 40%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 70%( 70%) |
Light | + 49%( 70%) |
Temporal | + 58%( 70%) |
Mind | + 47%( 70%) |
Darkness | + 52%( 70%) |
Fire | + 70%( 70%) |
Nature | + 54%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Teleport Resistance | 10% |
Confusion Resistance | 97% |
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Poison Resistance | 50% |
Knockback Resistance | 68% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 753 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical 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 Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 212 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Poisons | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Technique / Throwing knives | 1.00 |
| 4/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Thuggery | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Trained Reactions |
talent | Leeching Poison |
talent | Antimagic Shield |
talent | Daunting Presence |
talent | Apply Poison |
talent | Skate |
talent | Crippling Poison |
talent | Total Thuggery |
beneficial effect | Each melee blow landed has a 55% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
beneficial effect | The thrill of combat improves the target's maximum life by 9%, life regeneration by 20.12, and stamina regeneration by 4.02. Bloodbath |
beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 6 Net Damage: 192 - 269 Accuracy: 110 (knife) APR: 105 Crit Chance: +116% Crit mult: 254% Uses Stats: 70% Dex, 50% Str |
beneficial effect | Increases global action speed by 54%. Speed |
beneficial effect | The target's combat attack and crit chance are improved by 29 and 14%, respectively. Perfect control |
beneficial effect | Increases global speed by 42%. Quick |
beneficial effect | Parrying melee and ranged attacks: Has a 81% chance to deflect up to 38 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Skate (+1 level(s)). | done |
You failed to protect the lost warrior from death by ritch flamespitter. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 2983. | 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 AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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) Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | Analar the dwarven lantern Analar the dwarven lantern1.0 T5 lite [Random Unique] Master/Psionic While equipped: dps ---------- Dmg.mod +3% mind +3% temporal Res.pen +20% mind +27% all Apr +30 Melee Ret 4 mind On Hit (Melee): * 23% chance to reduce all saves and defense by 35 * 10% chance to reduce armor by 20% ----- def ----- Resists +12% acid +6% temporal Mind.save +14 (+3 eff.) ---------- misc Light +9 See.Stealth +25 See.Invis +23 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Dragonskull Helm (0 def, 20 armour) Dragonskull Helm (0 def, 20 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% fire +15% cold +15% lightning Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Unarmed combat: Power 142% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 201.25 arcane damage and stunned). Uses 68 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | dragonbone totem of stinging 'Ivoldayatta' [power 482] (11 cooldown) dragonbone totem of stinging 'Ivoldayatta' [power 482] (11 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +35 (+7 eff.) ----- def ----- Defense +39 (+10 eff.) Resists +30% lightning +6% physical +9% temporal Crit.chn- 19.96% Mind.save +21 (+5 eff.) Sting an enemy dealing 809 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | Naturewinnow Naturewinnow0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Str +12 Wil +10 Cun dps ---------- Crit.mult +20.00% Melee+ 35 physical Ranged+ 31 physical Dmg.mod +20% fire On Hit (Melee): * 18% chance to reduce all saves and defense by 35 * 10% chance to slow global speed by 63% * 10 arcane resource burn On Hit (Ranged): * 20% chance to reduce all saves and defense by 35 ----- def ----- Armour +20 Resists +6% darkness +40% fire Mind.save +23 (+5 eff.) Teleport- +10% ---------- misc Hate/m.crit +3.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 14 cooldown Level 4.5 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
On fingers | voratun bloodstone ring voratun bloodstone ring0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +16 (+4 eff.) Apr +14 ----- def ----- Defense +14 (+4 eff.) Stun/Frz- +60% Disengage: Puts all charms on 7 cooldown Level 4.5 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% 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! |
Around neck | Dagutar the Growthoozer Dagutar the Growthoozer0.1 T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Con +10 Wil dps ---------- Mind.pwr +15 (+3 eff.) Res.pen +15% fire Melee Ret 6 nature ----- def ----- Resists +9% lightning +13% physical +9% blight +25% cold +3% acid +30% fire Phys.save +19 (+5 eff.) Mind.save +15 (+3 eff.) Max.HP +80.00 HP.reg +11.00 Confus- +25% ---------- misc Stam/turn +1.20 See.Invis +3 Amulets make your neck look great! |
In main hand | Bethavena (150% power, 6 apr) Bethavena (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Str +2 Mag +2 Wil +1 Con dps ---------- Phys.crit +27.0% Crit.mult +35.00% Phys.pwr +15 (+3 eff.) Res.pen +10% blight +15% all Acc +25 (+5 eff.) Apr +29 Melee Ret 8 blight ---------- misc Light +2 One-handed war axes. |
Around waist | Girdle of Preservation Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+3 eff.) Confus- +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 off hand | voratun dagger 'Berodelin' (149% power, 9 apr) voratun dagger 'Berodelin' (149% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 149% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +11.0% Atk.spd 100% Melee+ +20 nature On Hit: * 20% chance to reduce strength, dexterity, and constitution by 11 While equipped: Stats +10 Str +6 Dex dps ---------- Phys.spd +10% Dmg.mod +9% blight +15% physical Acc +65 (+12 eff.) ----- def ----- Crit.chn- 15.00% HP.reg +2.00 Heal.mod +5% Disease- +10% Silence- +20% Sharp, short and deadly. |
Cloak | elven-silk cloak 'Winterreek' (3 def, 0 armour) elven-silk cloak 'Winterreek' (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: Stats +6 Mag +5 Wil +7 Con dps ---------- Dmg.mod +18% arcane Res.pen +20% arcane +30% cold ----- def ----- Defense +3 (+1 eff.) Resists +15% lightning +15% cold Crit.chn- 20.01% Max.HP +59.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Healquell (0 def, 0 armour) Healquell (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +7 Str +16 Mag +15 Wil +10 Con dps ---------- Dmg.mod +30% lightning +25% physical +36% nature +26% cold Melee Ret 4 arcane On Hit (Melee): * 10% chance to reduce all saves and defense by 35 ----- def ----- Resists +15% lightning +9% nature +14% cold +12% mind +15% all Poison- +50% Disease- +48% ---------- misc Mana/turn +0.40 Psi/turn +0.34 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 296; cd 11) healing infusion of the warrior (heal 296; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 296 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. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 306; cd 10) healing infusion of the warrior (heal 306; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 306 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. Press to compare to your current inscriptions |
heroism infusion of the warrior (die at -920; dur 5; cd 27) heroism infusion of the warrior (die at -920; dur 5; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -920 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 920 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 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 of the duelist (speed 781%; cd 10) movement infusion of the duelist (speed 781%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 781% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 830%; cd 9) movement infusion of the duelist (speed 830%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 830% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 737%; cd 8) movement infusion of the titan (speed 737%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 737% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 972%; cd 11) movement infusion of the warrior (speed 972%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 972% 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. |
movement infusion of the warrior (speed 853%; cd 11) movement infusion of the warrior (speed 853%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 853% 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. |
wild infusion of the psychic (res 32%; mental, physical; dur 4; cd 16) wild infusion of the psychic (res 32%; mental, physical; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of Reflection (--) Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 325 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, darkness, fire, mind, temporal) Prismatic Rune (6 turns; acid, physical, darkness, fire, mind, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 5 darkness, 3 fire, 3 mind, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
steel amulet 'Duskqueen' steel amulet 'Duskqueen'0.1 T2 amulet jewelry [Random Unique] Disrupt/Master/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +6% cold Res.pen +5% darkness +5% cold ----- def ----- Resists +14% blight +10% nature +6% darkness Mind.save +6 (+1 eff.) Poison- +30% Disease- +24% Confus- +12% ---------- misc Masteries +0.14 Cunning/Tactical Amulets make your neck look great! |
Choker of Dread Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 41 power out of 60/60 The evilness of undeath radiates from this amulet. |
The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 25 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (118). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Pendant of the Sun and Moons Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 4.5 Pwr.cost 21 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 6 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Garkul's Teeth Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.5 Pwr.cost 7 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 622.79 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. |
Gloomspawner Gloomspawner0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +17.00% Dmg.mod +15% darkness +9% fire Res.pen +10% darkness Acc +9 (+2 eff.) Apr +16 Melee Ret 10 darkness ----- def ----- Armour +5 Defense +6 (+2 eff.) Resists +6% fire +18% light +14% darkness Res.Cap +7% all Phys.save +18 (+5 eff.) Blind- +43% Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 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. |
Lelirim the steel ring Lelirim the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +22% lightning Res.pen +15% temporal ----- def ----- Resists +44% lightning +6% acid Spell.save +10 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.stam +14.00 Rings make your fingers look great! |
Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
steel ring 'Shadenaught' steel ring 'Shadenaught'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +9 Dex dps ---------- Crit.mult +20.00% Res.pen +25% darkness Acc +20 (+4 eff.) ----- def ----- Crit.chn- 15.00% Phys.save +10 (+3 eff.) Spell.save +11 (+3 eff.) Mind.save +10 (+2 eff.) Rings make your fingers look great! |
gold ring 'Layawen' gold ring 'Layawen'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex +3 Mag +3 Con ----- def ----- Defense +30 (+8 eff.) Spell.save +13 (+4 eff.) ---------- misc Psi/ret +0.20 Max.stam +15.00 Rings make your fingers look great! |
Ring of the Dead Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Cloudpanic the voratun ring Cloudpanic the voratun ring0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% temporal Res.pen +26% lightning ----- def ----- Defense +10 (+3 eff.) Resists +5% arcane +18% temporal Spell.save +6 (+2 eff.) Die.at -84.29 life Poison- +21% Confus- +21% Teleport- +21% Rings make your fingers look great! |
Glory of the Pride Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Ring of the War Master Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Shimmerknight Shimmerknight0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +20 Str +10 Cun +19 Con dps ---------- Phys.pwr +26 (+5 eff.) Melee+ 35 physical Ranged+ 23 physical Dmg.mod +3% lightning Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 35 On Hit (Ranged): * 20% chance to reduce all saves and defense by 35 ----- def ----- Resists +12% lightning +9% fire +9% temporal +6% blight Mind.save +15 (+3 eff.) Confus- +50% ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 14 cooldown Level 7.2 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 183% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
voratun ring 'Tempestwither' voratun ring 'Tempestwither'0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Wil dps ---------- Phys.pwr +18 (+3 eff.) Spell.pwr +16 (+3 eff.) Mind.pwr +18 (+4 eff.) Dmg.mod +19% nature +8% all Res.pen +10% darkness ----- def ----- Resists +15% acid +9% blight +9% cold +38% nature +21% lightning Mind.save +20 (+5 eff.) Max.HP +100.00 HP.reg +18.00 Heal.mod +19% Rings make your fingers look great! |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 136 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
Champion's Will (179% power, 22 apr) Champion's Will (179% power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 20% Con, 114% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 19 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 21 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Morrigor (161% power, 12 apr) Morrigor (161% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 161% Range: 1.4x Uses 60% Mag, 60% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 28.12 arcane and 24.07 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+4 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Dawn's Blade (161% power, 7 apr) Dawn's Blade (161% power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 161% Range: 1.4x Uses 25% Mag, 80% Str Dmg Light Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc 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 176.55 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 24 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. |
The Black Spike (159% power, 20 apr) The Black Spike (159% power, 20 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 159% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +15% darkness ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
voratun longsword of ruin (153% power, 6 apr) voratun longsword of ruin (153% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Master Power 153% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Crit.mult +28.00% Apr +8 Sharp, long, and deadly. |
Layabeth the steel mace (120% power, 3 apr) Layabeth the steel mace (120% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Master/Psionic Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex dps ---------- Phys.crit +7.0% Acc +20 (+4 eff.) ----- def ----- Resists +6% light Blunt and deadly. |
Beukath the Hailrebel (156% power, 6 apr) Beukath the Hailrebel (156% power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Nature/Master Power 156% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 nature On Crit.r2 +90 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Dex dps ---------- Phys.crit +14.0% All.spd +11% Res.pen +21% fire Melee Ret 4 cold ----- def ----- Resists +5% arcane +9% fire +6% light +12% darkness Crit.chn- 10.00% ---------- misc See.Invis +9 Blunt and deadly. |
Thunderfall (161% power, 6 apr) Thunderfall (161% power, 6 apr)3.0 T5 mace 1H weapon [Unique] Psionic Power 161% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 41 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Ureslak's Femur (164% power, 5 apr) Ureslak's Femur (164% power, 5 apr)3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 164% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Breezepiercer (104% power, 3 apr) Breezepiercer (104% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 cold On Hit.r1 +7 fire On Hit: * 10% chance to slow global speed by 63% While equipped: Stats +2 Str dps ---------- Dmg.mod +5% physical +6% nature +6% temporal Acc +7 (+2 eff.) ----- def ----- Resists +3% temporal One-handed war axes. |
Arckarma the voratun waraxe (147% power, 6 apr) Arckarma the voratun waraxe (147% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 147% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 nature While equipped: Stats +2 Wil dps ---------- Phys.crit +13.0% Crit.mult +26.00% Mind.pwr +30 (+7 eff.) Dmg.mod +12% lightning +6% cold Res.pen +10% physical Acc +21 (+5 eff.) Apr +28 ----- def ----- Resists +9% lightning One-handed war axes. |
Nightream (150% power, 6 apr) Nightream (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 29% * 10% chance to reduce all saves and defense by 35 On Crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +24.0% Crit.mult +35.00% Phys.pwr +12 (+2 eff.) Acc +10 (+2 eff.) Apr +7 On Hit (Melee): * 10% chance to reduce all saves and defense by 35 ----- def ----- Defense +10 (+3 eff.) Resists +9% mind Disarm- +34% One-handed war axes. |
Razorblade, the Cursed Waraxe (147% power, 16 apr) Razorblade, the Cursed Waraxe (147% power, 16 apr)3.0 T5 waraxe 1H weapon [Unique] Psionic Power 147% Range: 1.4x Uses 100% Str Dmg Phys.bleed Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+8 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Yvuda (150% power, 6 apr) Yvuda (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +13% physical Res.pen +8% physical +10% all Acc +53 (+10 eff.) Apr +23 On Hit (Melee): * 10% chance to slow global speed by 63% ----- def ----- Defense +10 (+3 eff.) Resists +6% nature +2% physical Crit.chn- 5.00% Max.HP +20.00 HP.reg +4.00 One-handed war axes. |
enhanced voratun waraxe of shearing (148% power, 6 apr) enhanced voratun waraxe of shearing (148% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 148% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +8 Str +8 Dex +10 Mag +7 Wil +11 Cun +11 Con dps ---------- Res.pen +9% all Acc +13 (+3 eff.) Apr +10 One-handed war axes. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+4 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
balanced dwarven-steel dagger of massacre (123% power, 7 apr) balanced dwarven-steel dagger of massacre (123% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 123% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
enhanced stralite dagger of rage (135% power, 9 apr) enhanced stralite dagger of rage (135% power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 135% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +12 Str +8 Dex +7 Mag +7 Wil +8 Cun +8 Con dps ---------- Dmg.mod +13% physical Acc +13 (+3 eff.) Sharp, short and deadly. |
stormbringer's stralite dagger of amnesia (134% power, 9 apr) stormbringer's stralite dagger of amnesia (134% power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Psionic Power 134% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +7 lightning +17 cold On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Mov.spd +34% Res.pen +13% lightning +11% cold Sharp, short and deadly. |
stormbringer's stralite dagger of ruin (135% power, 9 apr) stormbringer's stralite dagger of ruin (135% power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 135% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +36 lightning +21 cold While equipped: dps ---------- Phys.crit +11.0% Crit.mult +19.00% Mov.spd +44% Res.pen +14% lightning +14% cold Apr +5 Sharp, short and deadly. |
stralite dagger 'Sleetsweep' (135% power, 9 apr) stralite dagger 'Sleetsweep' (135% power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Master/Psionic Power 135% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +20 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Str dps ---------- Phys.crit +12.0% Mind.crit +4% Mind.pwr +15 (+3 eff.) Dmg.mod +12% physical Acc +9 (+2 eff.) ----- def ----- Resists +6% acid Sharp, short and deadly. |
warbringer's stralite dagger of torment (130% power, 9 apr) warbringer's stralite dagger of torment (130% power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Master/Psionic Power 130% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +4 Con dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +9% physical ----- def ----- Disarm- +17% Sharp, short and deadly. |
Kinetic Spike (147% power, 40 apr) Kinetic Spike (147% power, 40 apr)1.0 T5 dagger 1H weapon [Unique] Psionic Power 147% Range: 1.3x Uses 30% Wil, 40% Dex, 30% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +30% physical Acc +8 (+2 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 7 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Mandible of Ungolmor (150% power, 12 apr) Mandible of Ungolmor (150% power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 35% Str, 35% Dex, 30% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
enhanced voratun dagger of crippling (148% power, 9 apr) enhanced voratun dagger of crippling (148% power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 148% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +11 Str +9 Dex +7 Mag +10 Wil +11 Cun +9 Con dps ---------- Phys.crit +11.0% Sharp, short and deadly. |
Great Caller (100% power, 18 apr, nature damage) Great Caller (100% power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 100% Range: 1.1x Uses 30% Wil, 50% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Writhing Essence of Nightmares (111% power, 20 apr, darkness damage) Writhing Essence of Nightmares (111% power, 20 apr, darkness damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 111% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Darkness Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +20 Crit +2.0% Atk.spd 100% While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +15 (+3 eff.) Dmg.mod +10% mind +10% darkness ---------- misc Masteries +0.20 Psionic/Nightmare +0.20 Cursed/Fears Waking Nightmare: Level 3.5 Pwr.cost 28 out of 40/40. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 32.72 darkness damage each turn for 7 turns, and has a 33% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
Eye of the Wyrm (113% power, 24 apr, physical damage) Eye of the Wyrm (113% power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature Power 113% Range: 1.1x Uses 50% Wil, 20% Str, 10% Cun Dmg Physical Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +12% lightning +12% physical +12% fire +12% cold +12% acid ----- def ----- Resists +10% acid +10% physical +10% fire +10% cold +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Fire Breath: Level 5.5 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 9. Any target caught in the area will take 565.97 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Seeds of the Black Tree (115% power, 27 apr, darkness damage) Seeds of the Black Tree (115% power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 115% Range: 1.1x Uses 40% Wil, 30% Mag Dmg Darkness Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
living mindstar 'Issabers' (111% power, 40 apr, nature damage) living mindstar 'Issabers' (111% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 111% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Mag dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 15 mind 15 darkness Dmg.mod +10% mind +10% darkness ----- def ----- Resists +12% blight Mind.save +9 (+2 eff.) Disease- +20% ---------- misc Infravis +3 See.Invis +12 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Temporal Rift (8 def, 4 armour, 161% power, 325 block) Temporal Rift (8 def, 4 armour, 161% power, 325 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 161% Range: 1.2x Uses 20% Mag, 100% Str Dmg Temporal Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+2 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+3 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+6 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
The Black Wall (12 def, 9 armour, 164% power, 200 block) The Black Wall (12 def, 9 armour, 164% power, 200 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 164% Range: 1.2x Uses 100% Str Dmg Darkness Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +200 While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+3 eff.) Rng.Def +15 (+4 eff.) Fatigue +28% ---------- misc Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Grinetolin the cashmere robe (20 def, 0 armour) Grinetolin the cashmere robe (20 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature While equipped: Stats +6 Str +5 Mag +5 Wil dps ---------- Dmg.mod +5% lightning +27% fire +16% cold +13% physical ----- def ----- Defense +20 (+5 eff.) Resists +10% lightning +40% fire +12% cold +11% all Crit.chn- 15.00% Confus- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of life (0 def, 0 armour) stormwoven silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +6 Str +6 Mag +5 Wil dps ---------- Dmg.mod +7% lightning +12% physical +8% cold ----- def ----- Resists +7% lightning +10% cold +10% blight +13% all Max.HP +60.00 HP.reg +2.30 Heal.mod +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Amaroddasus the elven-silk robe (0 def, 0 armour) Amaroddasus the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +18 Con dps ---------- Dmg.mod +30% fire +58% nature +18% cold ----- def ----- Resists +9% temporal +45% fire +27% cold +15% all Mind.save +12 (+3 eff.) Poison- +95% Disease- +123% Silence- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brightthorn (32 def, 0 armour) Brightthorn (32 def, 0 armour)2.0 T5 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +30% physical Res.pen +26% acid Melee Ret 10 fire On Hit (Melee): * 21% chance to reduce armor by 20% ----- def ----- Defense +31 (+8 eff.) Resists +30% physical +31% fire +15% all ---------- misc Stam/turn +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+6 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
balancing hardened leather belt of valiance balancing hardened leather belt of valiance1.0 T3 belt armor [Ego++] Master/Psionic While equipped: Stats +4 Dex +3 Wil +4 Cun dps ---------- Phys.crit +9.0% Mind.crit +7% ----- def ----- Mind.save +8 (+2 eff.) Max.HP +59.00 A belt that goes around your waist. |
hardened leather belt 'Hazeshear' hardened leather belt 'Hazeshear'1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Crit.mult +20.00% Res.pen +20% cold Acc +10 (+2 eff.) ----- def ----- Armour +8 Resists +7% lightning +8% temporal A belt that goes around your waist. |
Emblem of Evasion Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 7.2 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 63 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Aerowe the Blazelace Aerowe the Blazelace1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +10 Dex +9 Wil +14 Cun +6 Con +9 Lck dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +9% light Against +45% Summoned ----- def ----- Defense +23 (+6 eff.) Resists +6% fire +3% nature +12% light D.Red.from +37% Summoned Phys.save +14 (+4 eff.) Stealth +30 ---------- misc T.Disarm +30 Infravis +6 See.Invis +3 Size +1 A belt that goes around your waist. |
Duathelquencher Duathelquencher1.0 T5 belt armor [Rare] Nature While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +9% darkness +21% arcane +15% light Res.pen +10% darkness Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce damage dealt by 29% * 20% chance to reduce armor by 20% ----- def ----- Resists +5% arcane +12% acid Phys.save +15 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 3.5 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 51% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Emelyriada the cashmere cloak (17 def, 8 armour) Emelyriada the cashmere cloak (17 def, 8 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Res.pen +5% physical Apr +5 ----- def ----- Armour +8 Defense +17 (+5 eff.) Resists +7% acid +2% physical +7% cold +7% fire +8% lightning ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
cashmere cloak 'Kindleblast' (7 def, 0 armour) cashmere cloak 'Kindleblast' (7 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +7 (+2 eff.) Resists +12% acid Mind.save +8 (+2 eff.) Max.HP +100.00 HP.reg +4.00 Disease- +20% ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+3 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 279.30 cold damage and condensing the air into freezing vapors that deal 93.10 cold damage (based on Magic) each turn for 10 turns. Uses 21 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+5 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+4 eff.) Resists +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 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. |
Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+4 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Tarryrin the Cracklespike (30 def, 20 armour) Tarryrin the Cracklespike (30 def, 20 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: dps ---------- Crit.mult +30.00% Dmg.mod +25% darkness Res.pen +20% darkness Acc +15 (+3 eff.) Apr +15 Melee Ret 8 lightning ----- def ----- Armour +20 Defense +30 (+8 eff.) Resists +9% acid +25% darkness +9% lightning Phys.save +50 (+13 eff.) Spell.save +50 (+15 eff.) Mind.save +50 (+11 eff.) Stealth +39 Heal.mod +5% Teleport- +23% Def/telep +17 Res/telep +17% Dur/telep +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 34 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 34 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 14 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Shadowwill (0 def, 5 armour) Shadowwill (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% blight +12% darkness Res.pen +33% darkness +33% blight Melee Ret 13 darkness ----- def ----- Armour +5 Resists +15% fire +26% darkness +15% cold Crit.chn- 20.18% ---------- misc Light +4 Infravis +4 A pair of boots made of leather. |
Xerosemira the Ravensage (0 def, 10 armour) Xerosemira the Ravensage (0 def, 10 armour)2.0 T5 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Melee Ret 6 acid ----- def ----- Armour +10 Fatigue -8% Resists +15% lightning +16% temporal +12% darkness +6% cold +3% nature +6% acid Phys.save +9 (+2 eff.) ---------- misc Max.enc +44 Infravis +3 A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 22 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 22 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Ebonypride the pair of voratun boots (17 def, 14 armour) Ebonypride the pair of voratun boots (17 def, 14 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +4 Str +6 Wil +6 Cun +4 Con dps ---------- Mind.crit +1% Melee Ret 2 darkness ----- def ----- Armour +14 Defense +17 (+5 eff.) Fatigue +4% Resists +3% lightning +9% temporal +12% darkness Phys.save +15 (+4 eff.) Spell.save +21 (+7 eff.) Mind.save +15 (+3 eff.) ---------- misc Hate/m.crit +1.00 Infravis +3 Evasion: (Instant) Puts all charms on 21 cooldown Level 4.5 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 44 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 118% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 115% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 3.5 Pwr.cost 5 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 402.80 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+0 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 129% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 5.5 Pwr.cost 11 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 144% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
hardened leather cap 'Aratira' (0 def, 3 armour) hardened leather cap 'Aratira' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +2 Mag +7 Cun +14 Con dps ---------- Mind.crit +2% ----- def ----- Armour +3 Fatigue +3% Phys.save +11 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc Max.psi +50.00 Battle Cry: Puts all charms on 19 cooldown Level 3.5 Pwr.cost 19 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Barelin the drakeskin leather cap (7 def, 14 armour) Barelin the drakeskin leather cap (7 def, 14 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +9 Dex +7 Wil +7 Cun +7 Con ----- def ----- Armour +14 Defense +7 (+2 eff.) Fatigue +5% Resists +12% darkness +15% blight +9% cold +6% light +7% all Phys.save +13 (+3 eff.) Mind.save +13 (+3 eff.) ---------- misc Infravis +1 A cap made of leather. |
Galaderomikhad the Fogwell (6 def, 14 armour) Galaderomikhad the Fogwell (6 def, 14 armour)2.0 T5 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +24% lightning +39% darkness +18% mind Res.pen +20% lightning +30% fire +33% darkness On Hit (Melee): * 26% chance to reduce damage dealt by 29% ----- def ----- Armour +14 Defense +6 (+2 eff.) Fatigue +5% Resists +12% lightning +12% fire +19% mind +7% all Phys.save +15 (+4 eff.) A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Helm of the Dominated (0 def, 9 armour) Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Girin the voratun helm (0 def, 5 armour) Girin the voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +5 Str +8 Wil +4 Cun dps ---------- Phys.pwr +9 (+2 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +9% lightning +7% physical +6% acid Phys.save +14 (+4 eff.) ---------- misc Stam/ret +1.80 Equi/ret +2.70 Psi/ret +0.16 Max.hate +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Goridas the Shineglory (0 def, 5 armour) Goridas the Shineglory (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +12% blight Res.pen +10% blight +20% acid Melee Ret 6 blight ----- def ----- Armour +5 Fatigue +5% Resists +13% acid +27% cold +23% fire +20% mind +9% lightning Mind.save +22 (+5 eff.) Confus- +45% ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 agate0.0 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 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine 11 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 jade 9 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise 10 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
28 bloodstone 28 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
19 fire opal 19 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
22 diamond 22 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
29 moonstone 29 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.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. |
20 pearl 20 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Heart Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Pearl of Life and Death Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 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. |
Runed Skull Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 21 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. |
1372 alchemist agate 1372 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
81 alchemist bloodstone 81 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Dúathedlen Heart Dúathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Guidance Guidance1.0 T5 lite [Unique] Nature/Disrupt While equipped: Stats +6 Wil +6 Cun +6 Con ----- def ----- Resists +20% blight Res.Cap +10% blight Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+3 eff.) ---------- misc Light +6 Masteries +0.20 Wild-gift/Call of the wild +0.50 Wild-gift/Antimagic Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
nightwalker's dwarven lantern nightwalker's dwarven lantern1.0 T5 lite [Ego+] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +3.0% Crit.mult +16.00% Phys.pwr +7 (+1 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Cut Drem Arm Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
voratun pickaxe 'Shimmerstinger' (dig speed 11 turns) voratun pickaxe 'Shimmerstinger' (dig speed 11 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +9 Str +2 Con dps ---------- Res.pen +25% lightning +17% physical Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Fatigue -9% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 95% of the healing done. This effect scales with your Magic stat.. Uses 51 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 137 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. |
Islyda the voratun torque of gale force [power 455] (11 cooldown) Islyda the voratun torque of gale force [power 455] (11 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Cun dps ---------- Res.pen +20% mind ----- def ----- Resists +6% acid Mind.save +9 (+2 eff.) ---------- misc Equi/ret +0.20 Psi/ret +0.16 Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 737 physical damage Puts all charms on 11 cooldown 100% to increase all damage by 23% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Tree of Life Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 7 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
The Guardian's Totem The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 63% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 34 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
dragonbone totem of healing 'Pitchwend' [power 512] (11 cooldown) dragonbone totem of healing 'Pitchwend' [power 512] (11 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% acid On Hit (Melee): * 23% chance to reduce damage dealt by 29% * 20% chance to reduce all saves and defense by 35 ----- def ----- Resists +35% acid +3% darkness Heal yourself and all friendly characters within 10 spaces for 512 Puts all charms on 11 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 40% for 2 turns. 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "Home, Horrific Home" Forbidden Tome: "Home, Horrific Home"2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Tora the Cornac Marauder level 38
76th Dusk 123rd year of Ascendancy at 18:10 see stats
By Tora the Cornac Marauder level 50
39th Dusk 124th year of Ascendancy at 15:49 see stats
By Tora the Cornac Marauder level 38
39th Dusk 123rd year of Ascendancy at 07:07 see stats
By Tora the Cornac Marauder level 19
23rd Regrowth 123rd year of Ascendancy at 11:16 see stats
By Tora the Cornac Marauder level 42
13rd Haze 123rd year of Ascendancy at 19:46 see stats
By Tora the Cornac Marauder level 50
8th Haze 125th year of Ascendancy at 14:12 see stats
By Tora the Cornac Marauder level 50
77th Pyre 124th year of Ascendancy at 12:28 see stats
By Tora the Cornac Marauder level 50
32nd Regrowth 125th year of Ascendancy at 04:42 see stats
By Tora the Cornac Marauder level 41
6th Haze 123rd year of Ascendancy at 02:01 see stats
By Tora the Cornac Marauder level 50
1st Regrowth 125th year of Ascendancy at 10:28 see stats
By Tora the Cornac Marauder level 11
51st Dusk 122nd year of Ascendancy at 10:00 see stats
By Tora the Cornac Marauder level 40
2nd Haze 123rd year of Ascendancy at 06:41 see stats
By Tora the Cornac Marauder level 35
43rd Pyre 123rd year of Ascendancy at 00:20 see stats
By Tora the Cornac Marauder level 26
71st Regrowth 123rd year of Ascendancy at 09:24 see stats
By Tora the Cornac Marauder level 50
34th Dusk 125th year of Ascendancy at 17:47 see stats
By Tora the Cornac Marauder level 23
53rd Regrowth 123rd year of Ascendancy at 20:32 see stats
By Tora the Cornac Marauder level 28
80th Regrowth 123rd year of Ascendancy at 23:24 see stats
By Tora the Cornac Marauder level 31
22nd Pyre 123rd year of Ascendancy at 06:02 see stats
By Tora the Cornac Marauder level 50
24th Regrowth 125th year of Ascendancy at 02:53 see stats
By Tora the Cornac Marauder level 38
51st Dusk 123rd year of Ascendancy at 09:16 see stats
By Tora the Cornac Marauder level 44
14th Haze 123rd year of Ascendancy at 10:45 see stats
By Tora the Cornac Marauder level 35
48th Pyre 123rd year of Ascendancy at 13:24 see stats
By Tora the Cornac Marauder level 10
1st Flare 122nd year of Ascendancy at 12:37 see stats
By Tora the Cornac Marauder level 20
34th Regrowth 123rd year of Ascendancy at 04:48 see stats
By Tora the Cornac Marauder level 30
5th Pyre 123rd year of Ascendancy at 03:31 see stats
By Tora the Cornac Marauder level 40
1st Haze 123rd year of Ascendancy at 03:27 see stats
By Tora the Cornac Marauder level 50
77th Pyre 124th year of Ascendancy at 08:34 see stats
By Tora the Cornac Marauder level 38
74th Dusk 123rd year of Ascendancy at 08:11 see stats
By Tora the Cornac Marauder level 50
4th Haze 124th year of Ascendancy at 01:00 see stats
By Tora the Cornac Marauder level 50
8th Haze 125th year of Ascendancy at 14:00 see stats
By Tora the Cornac Marauder level 50
56th Dusk 124th year of Ascendancy at 18:32 see stats
By Tora the Cornac Marauder level 36
22nd Dusk 123rd year of Ascendancy at 14:38 see stats
By Tora the Cornac Marauder level 30
6th Pyre 123rd year of Ascendancy at 02:59 see stats
By Tora the Cornac Marauder level 38
55th Dusk 123rd year of Ascendancy at 18:06 see stats
By Tora the Cornac Marauder level 41
6th Haze 123rd year of Ascendancy at 10:17 see stats
By Tora the Cornac Marauder level 28
76th Regrowth 123rd year of Ascendancy at 23:19 see stats
By Tora the Cornac Marauder level 41
2nd Haze 123rd year of Ascendancy at 08:37 see stats
By Tora the Cornac Marauder level 50
34th Dusk 125th year of Ascendancy at 17:46 see stats
By Tora the Cornac Marauder level 41
2nd Haze 123rd year of Ascendancy at 14:59 see stats
By Tora the Cornac Marauder level 8
9th Mirth 122nd year of Ascendancy at 08:43 see stats
By Tora the Cornac Marauder level 50
4th Haze 124th year of Ascendancy at 02:29 see stats
By Tora the Cornac Marauder level 50
8th Haze 125th year of Ascendancy at 14:00 see stats
By Tora the Cornac Marauder level 7
4th Mirth 122nd year of Ascendancy at 14:38 see stats
By Tora the Cornac Marauder level 37
36th Dusk 123rd year of Ascendancy at 11:58 see stats
By Tora the Cornac Marauder level 45
18th Pyre 124th year of Ascendancy at 23:51 see stats
By Tora the Cornac Marauder level 27
74th Regrowth 123rd year of Ascendancy at 08:36 see stats
By Tora the Cornac Marauder level 18
19th Regrowth 123rd year of Ascendancy at 01:39 see stats
By Tora the Cornac Marauder level 37
38th Dusk 123rd year of Ascendancy at 13:53 see stats
By Tora the Cornac Marauder level 50
31st Regrowth 125th year of Ascendancy at 06:28 see stats
Log
Tora hits Training Dummy for 2148 nature, 496 physical, 0 arcane, 0 arcane, 68 physical, 0 arcane, 68 physical, 1839 nature, 607 physical, 0 arcane, 0 arcane, 68 physical, 40 nature, 0 arcane, 68 physical (5404 total damage).
Tora's Quickdraw Knife performs a melee critical strike against Training Dummy!
Tora's Quickdraw Knife hits Training Dummy for 1293 physical, 0 arcane, 68 physical (1361 total damage).
Tora's manaburn arcane area effect hits Tora for 0 arcane damage.
Tora's manaburn arcane area effect hits Training Dummy for 0 arcane damage.
Tora uses Twist the Knife.
Tora performs a melee critical strike against Training Dummy!
Tora performs a melee critical strike against Training Dummy!
Greater Weapon Focus from Tora performs a melee critical strike against Training Dummy!
Greater Weapon Focus from Tora performs a melee critical strike against Training Dummy!
Training Dummy's Slow was extended!
Training Dummy's Stunned was extended!
Greater Weapon Focus from Tora hits Training Dummy for 1339 physical, 556 physical, 0 arcane, 0 arcane, 68 physical, 40 nature, 0 arcane, 68 physical (2072 total damage).
Tora hits Training Dummy for 1679 physical, 0 arcane, 68 physical, 1126 physical, 40 nature, 0 arcane, 68 physical (2983 total damage).
Tora's Quickdraw Knife performs a melee critical strike against Training Dummy!
Tora's Quickdraw Knife performs a melee critical strike against Training Dummy!
Greater Weapon Focus from Tora performs a melee critical strike against Training Dummy!
Tora uses Mana Clash.
Tora's mind surges with critical power!
Greater Weapon Focus from Tora performs a melee critical strike against Training Dummy!
Greater Weapon Focus from Tora performs a melee critical strike against Training Dummy!
Greater Weapon Focus from Tora hits Training Dummy for 552 physical, 0 arcane, 0 arcane, 68 physical, 0 arcane, 1188 physical, 468 physical, 0 arcane, 0 arcane, 68 physical, 0 arcane, 68 physical (2414 total damage).
Tora's Quickdraw Knife hits Training Dummy for 1070 physical, 482 physical, 0 arcane, 0 arcane, 68 physical, 0 arcane, 68 physical (1689 total damage).
Training Dummy is no longer pinned.
Tora receives 149 healing from Deadly Poison from Tora.
Deadly Poison from Tora hits Training Dummy for 260 nature damage.
Deep Wound from Tora hits Training Dummy for 297 physical damage.
Tora no longer revels in blood quite so much.