












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Items Vault 1.7.6Donators/Buyers bonus! True Full 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. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Smarter Rest 1.7.6智能休息: Rest becomes smarter: Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This 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 Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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 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:
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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Skirmisher |
| Level / Exp | 50 / 1827% |
| Size | medium |
| Lifes / Deaths | Killed by Elandar at level 50 on the 16th Pyre 123rd year of Ascendancy at 08:44 / 2Killed by Elandar at level 50 on the 16th Pyre 123rd year of Ascendancy at 08:47 |
Primary Stats
| Strength | 102 (base 60) |
| Dexterity | 97 (base 64) |
| Constitution | 54 (base 28) |
| Magic | 21 (base 7) |
| Willpower | 36 (base 16) |
| Cunning | 85 (base 65) |
Resources
| Life | -637/1128 |
| Mana | 484/484 |
| Stamina | 352/352 |
| Equilibrium | 0 |
| Healing Factor | 1.7297803169825 |
| Regeneration | 134.97868071831 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 8 |
| See Stealth | 71.290683259023 |
| See Invisible | 71.290683259023 |
Offense: Mainhand
| Damage | 248 |
| Accuracy | 71 |
| Crit Chance | 63% |
| APR | 22 |
| Speed | 0.82 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +24% |
| Mind | +12% |
| Nature | +29% |
| Darkness | +18% |
| Physical | +86% |
| Cold | +12% |
| All | +9% |
Offense: Damage Penetration
| Darkness | +15% |
| Mind | +15% |
| Nature | +20% |
| Physical | +15% |
| Cold | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 107.8844842451 (100%) |
| Defense | 89 |
| Ranged Defense | 92 |
| Fatigue | 3.4776192016099 |
| Physical Save | 65 |
| Spell Save | 46 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Blight | + 68%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 32%( 70%) |
| All | + 20%( 70%) |
| Physical | + 48%( 70%) |
| Lightning | + 32%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 32%( 70%) |
| Mind | + 25%( 70%) |
| Darkness | + 56%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Bleed Resistance | 70% |
| Confusion Resistance | 70% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 30% |
| Poison Resistance | 50% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 80 up to 6 times. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1094% 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. |
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. |
Class Talents
| Cunning / Poisons | 2.80 |
| 4/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 2.07 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.67 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. 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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Willpower 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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3453. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior 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 foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | 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. |
| Quiver | sentry's pouch of voratun shots of torment (55/55, 176% power, 8 apr)3.0 T5 shot ammo [Ego++] Arcane/Psionic Power 176% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +8 Crit +7.0% Capacity 55 Rld cld 3 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
| Light source | preserving dwarven lantern of illusion1.0 T5 lite [Ego++] Nature/Psionic While equipped: Stats +6 Con ----- def ----- Defense +15 (+3 eff.) Resists +15% blight Phys.save +13 (+3 eff.) Spell.save +19 (+7 eff.) Mind.save +17 (+5 eff.) HP.reg +16.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Frosttrail the voratun helm (7 def, 11 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Str +4 Dex +4 Cun +8 Lck dps ---------- Phys.crit +3.0% Spell.crit +7% Mind.crit +5% Phys.pwr +20 (+4 eff.) Dmg.mod +3% cold Res.pen +15% mind +15% cold Apr +11 ----- def ----- Armour +11 Defense +7 (+1 eff.) Fatigue +5% Resists +7% all Phys.save +13 (+3 eff.) Mind.save +9 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | 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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
| Tool | voratun torque of gale force 'Nightstrike' [power 475] (10 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +20.69% Phys.pwr +31 (+6 eff.) Dmg.mod +9% darkness Res.pen +15% darkness Apr +3 ----- def ----- Armour +16 Die.at -80.00 life ---------- misc Stam/turn +3.00 Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 883 physical damage Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 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. |
| On fingers | painweaver's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +20 (+4 eff.) Spell.pwr +17 (+8 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +7% all ----- def ----- Max.HP +81.00 HP.reg +15.00 Heal.mod +13% Rings make your fingers look great! |
| Around neck | Blindshear0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +9 (+2 eff.) Phys.spd +10% Dmg.mod +15% acid +9% physical +3% mind On Hit (Melee): * 21% chance to reduce all saves and defense by 28 ----- def ----- Resists +6% acid +6% mind +3% light Heal.mod +30% Cut- +70% ---------- misc Masteries +0.37 Cunning/Survival +0.37 Technique/Skirmisher - Slings Heal: Puts all charms on 23 cooldown Level 3.5 Pwr.cost 23 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 310 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Nithan's Force4.0 T5 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 5.5 Pwr.cost 11 out of 16/16. Range 10 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 225% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
| Around waist | 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 (+5 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 | Unsetting Sun (16 def, 20 armour, 161% power, 280 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 161% Range: 1.2x Uses 100% Str Dmg Light Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+3 eff.) Rng.Def +17 (+4 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+7 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
| Cloak | 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 (+4 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. |
| Main armor | Amorach the drakeskin leather armour (31 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +9 Dex +3 Wil dps ---------- Phys.crit +6.0% Spell.crit +1% Crit.mult +34.00% Phys.pwr +10 (+2 eff.) Mov.spd +20% Phasing +30% Melee Ret 4 arcane ----- def ----- Armour +8 Defense +31 (+6 eff.) Fatigue +8% Spell.save +6 (+2 eff.) HP.reg +4.50 ---------- misc Stam/turn +2.30 Max.vim +10.00 A suit of armour made of leather. |
Inventory
movement infusion of the duelist (speed 789%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 789% 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. Press to compare to your current inscriptions |
wild infusion (res 22%; mental; dur 4; cd 10)0.1 infusion scroll [Normal] 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 cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 240; dur 4; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 240.56 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 119; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 94; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 94 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 39 power out of 60/60 The evilness of undeath radiates from this amulet. |
gold amulet 'Aerydhewen'0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Dex +4 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) Dmg.mod +6% light +6% temporal +6% darkness +22% physical ----- def ----- Armour +10 Resists +6% blight +5% physical Die.at -80.00 life ---------- misc Max.stam +20.00 Amulets make your neck look great! |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+6 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 708.81 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. |
Unlightsweeper0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +15 Con dps ---------- Crit.mult +25.00% Apr +7 On Hit (Melee): * 27% chance to reduce damage dealt by 23% ----- def ----- Defense +20 (+4 eff.) Resists +18% light +26% temporal Phys.save +24 (+6 eff.) Pinning- +50% Knockbk- +41% Amulets make your neck look great! |
voratun amulet 'Emeliranne'0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +9 Str dps ---------- Dmg.mod +18% arcane Melee Ret 10 arcane ----- def ----- Resists +6% physical +9% nature +27% fire Crit.chn- 20.40% Max.HP +120.00 Stun/Frz- +27% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
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. |
Glorulrann0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +3 Wil +4 Con dps ---------- Dmg.mod +20% physical ----- def ----- Resists +17% physical Spell.save +18 (+6 eff.) ---------- misc Equi/ret +0.08 Max.mana +40.00 Rings make your fingers look great! |
Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +1 Str +8 Mag +3 Wil +5 Cun dps ---------- Spell.pwr +10 (+5 eff.) ----- def ----- Resists +19% acid +22% fire +19% lightning +19% cold Crit.chn- 15.15% Max.HP +34.00 Disarm- +35% Pinning- +37% Knockbk- +33% ---------- misc Light +2 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 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. |
Maloyandur the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: Stats +9 Str +10 Dex +5 Mag +14 Wil +10 Cun dps ---------- Acc +15 (+4 eff.) ----- def ----- Resists +15% lightning +6% arcane +21% blight Mind.save +6 (+2 eff.) Max.HP +100.00 Cut- +27% Rings make your fingers look great! |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
conjurer's voratun ring of warding0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +7 Mag +8 Wil dps ---------- Spell.pwr +12 (+6 eff.) ----- def ----- Resists +27% acid +30% fire +30% lightning +30% cold Rings make your fingers look great! |
rogue's voratun ring of lightning (+38%)0.1 T5 ring jewelry [Ego] Nature/Master While equipped: Stats +8 Cun dps ---------- Dmg.mod +19% lightning ----- def ----- Defense +16 (+3 eff.) Resists +38% lightning Rings make your fingers look great! |
voratun ring 'Mayira'0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +10 Con dps ---------- Dmg.mod +12% mind +24% temporal Res.pen +34% mind Melee Ret 13 temporal On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 18 * 27% chance to reduce all saves and defense by 28 ----- def ----- Resists +27% blight +12% temporal +6% arcane Phys.save +20 (+5 eff.) Rings make your fingers look great! |
Flarelace the dragonbone starstaff (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Master Power 136% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Spell.crit +19% Mind.crit +5% Crit.mult +20.00% Spell.pwr +15 (+8 eff.) Mind.pwr +40 (+14 eff.) S.pwr/crit +13 Dmg.mod +30% darkness Res.pen +20% mind +54% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff of fate (136% power, 6 apr, blight element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 136% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +15 (+8 eff.) Dmg.mod +30% blight ----- def ----- Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone magestaff of wizardry (136% power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 136% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +5% Spell.pwr +26 (+11 eff.) Dmg.mod +30% fire ---------- misc Mana/turn +0.40 Max.mana +184.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
caustic voratun battleaxe of massacre (187% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Nature/Master Power 187% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +63 acid +62 nature While equipped: dps ---------- Res.pen +35% acid +35% nature Apr +19 Massive two-handed battleaxes. |
truestriking voratun battleaxe of enduring (168% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 168% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +21 Con +21 Wil dps ---------- Res.pen +21% physical Acc +31 (+8 eff.) Apr +20 ----- def ----- Max.HP +107.00 Massive two-handed battleaxes. |
quick voratun greatmaul of crippling (179% power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego++] Master Power 179% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Dex dps ---------- Phys.crit +21.0% Phys.spd +10% Acc +35 (+9 eff.) Massive two-handed mauls. |
voratun greatmaul of phasing (184% power, 39 apr)5.0 T5 greatmaul 2H weapon [Ego] Arcane Power 184% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +39 Crit +3.0% Atk.spd 100% Phasing +27% Massive two-handed mauls. |
elemental iron greatsword (114% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego+] Arcane Power 114% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * Create an explosion dealing 55 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +14% cold Res.pen +14% cold Massive two-handed swords. |
blazebringer's dwarven-steel greatsword of erosion (140% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Nature Power 140% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +20 nature On Crit.r2 +79 fire While equipped: dps ---------- All.spd +9% Res.pen +24% fire Massive two-handed swords. |
enhanced dwarven-steel greatsword of torment (148% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Nature/Psionic Power 148% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +13 Str +12 Dex +10 Mag +13 Wil +13 Cun +13 Con Massive two-handed swords. |
warbringer's dwarven-steel greatsword of projection (145% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Master/Psionic Power 145% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +7 Con dps ---------- Phys.pwr +16 (+3 eff.) Res.pen +16% physical ----- def ----- Disarm- +29% Massive two-handed swords. |
balanced voratun greatsword of shearing (173% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 173% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +20% all Acc +56 (+13 eff.) Apr +21 ----- def ----- Defense +17 (+3 eff.) Disarm- +61% Massive two-handed swords. |
elemental voratun greatsword of ruin (172% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Arcane/Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 55 cold damage (1/turn) While equipped: dps ---------- Phys.crit +21.0% Crit.mult +49.00% Dmg.mod +27% cold Res.pen +20% cold Apr +17 Massive two-handed swords. |
arcing orichalcum trident of evisceration (164% power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Arcane/Master Power 164% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 55 damage On Crit: * Wound the target dealing 318 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +21.0% Phys.pwr +21 (+4 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
stormbringer's orichalcum trident of crippling (165% power, 16 apr)3.0 T5 trident 2H weapon [Ego++] Nature/Master Power 165% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit.r2 +59 lightning +63 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +20.0% Mov.spd +70% Res.pen +31% lightning +33% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blazebringer's voratun longsword of massacre (168% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Nature/Master Power 168% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +90 fire While equipped: dps ---------- All.spd +11% Res.pen +25% fire Sharp, long, and deadly. |
Hellraze the steel mace (105% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +7 Str +7 Dex +7 Mag +7 Wil +10 Cun +7 Con dps ---------- Dmg.mod +6% fire Res.pen +15% light +7% physical Acc +11 (+3 eff.) Apr +9 ----- def ----- Resists +6% fire ---------- misc Psi/ret +0.08 Max.psi +60.00 Light +3 Blunt and deadly. |
voratun mace of torment (157% power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Psionic Power 157% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Blunt and deadly. |
Unlightpride (138% power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master Power 138% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +29 lightning +29 cold +16 darkness +4 light While equipped: dps ---------- Mov.spd +37% Res.pen +14% lightning +10% physical +17% cold Acc +17 (+4 eff.) Apr +11 ----- def ----- Resists +6% blight +12% cold +6% darkness Phys.save +9 (+2 eff.) Heal.mod +5% Blind- +28% One-handed war axes. |
acidic voratun waraxe of daylight (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 light Against +26% Undead On Crit: * Splash the target with acid dealing 91 damage over 5 turns and reducing armor and accuracy by 12 One-handed war axes. |
chilling voratun waraxe of crippling (148% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 148% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +26 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% One-handed war axes. |
inquisitor's voratun waraxe of enduring (148% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature/Disrupt Power 148% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Deals 76 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +15 Con +13 Wil ----- def ----- Max.HP +110.00 One-handed war axes. |
thought-forged voratun waraxe of evisceration (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master/Psionic Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +25 mind On Hit: * 25% chance to reduce all saves and defense by 28 On Crit: * Wound the target dealing 318 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Cun +5 Wil dps ---------- Phys.crit +14.0% Phys.pwr +15 (+3 eff.) One-handed war axes. |
elemental voratun dagger of ruin (146% power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Arcane/Master Power 146% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Create an explosion dealing 55 cold damage (1/turn) While equipped: dps ---------- Phys.crit +13.0% Crit.mult +35.00% Dmg.mod +30% cold Res.pen +28% cold Apr +12 Sharp, short and deadly. |
gifted living mindstar of flames (113% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +22 (+8 eff.) All.spd +7% Melee+ 18 fire Dmg.mod +17% fire Res.pen +12% fire ----- def ----- Resists +18% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of gales (115% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 115% 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: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +16% lightning +16% cold +16% physical ----- def ----- Defense +34 (+7 eff.) Pinning- +26% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's living mindstar of venom (116% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 116% 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: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Melee+ 20 acid Dmg.mod +20% acid +9% nature Res.pen +20% acid ----- def ----- Resists +20% acid +10% blight HP.reg +5.00 Disease- +24% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
stralite steamsaw of shearing (138% power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 138% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +65 Uses 1.0 Steam While equipped: dps ---------- Res.pen +11% all Acc +17 (+4 eff.) Apr +13 ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
thought-forged voratun steamsaw of crushing (100% power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Psionic/Steamtech Power 152% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 Melee+ +14 mind On Hit: * 34% chance to reduce all saves and defense by 28 Uses 1.0 Steam When used to Attack: Power 100% Range: 1.1x Uses Dmg Physical On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Cun +7 Wil dps ---------- Phys.crit +16.0% Phys.pwr +12 (+2 eff.) ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
caustic dragonbone longbow of enduring4.0 T5 longbow 2H weapon [Ego++] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +60 acid +68 nature While equipped: Stats +23 Con +20 Wil dps ---------- Res.pen +38% acid +38% nature Apr +23 ----- def ----- Max.HP +165.00 Longbows are used to shoot arrows at your foes. |
runic dragonbone longbow of recursion4.0 T5 longbow 2H weapon [Ego++] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 10% Arcane Vortex 5 On Hit: 10% Shoot 1 While equipped: Stats +11 Mag dps ---------- Spell.pwr +23 (+10 eff.) Dmg.mod +23% arcane Longbows are used to shoot arrows at your foes. |
Blazespire the drakeskin leather sling4.0 T5 sling 1H weapon [Random Unique] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +17 fire On Crit.r2 +8 fire While equipped: dps ---------- Dmg.mod +3% darkness +26% fire Res.pen +10% fire +40% physical On Hit (Ranged): * 20% chance to reduce damage dealt by 23% ----- def ----- Resists +6% darkness +3% fire Slings are used to hurl stones or metal shots at your foes. |
Gluwyn the Burnwill4.0 T5 sling 1H weapon [Random Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +7 Str +7 Dex +11 Cun dps ---------- Crit.mult +10.00% Phys.pwr +15 (+3 eff.) Phys.spd +10% Dmg.mod +6% fire Res.pen +15% fire ---------- misc Psi/ret +0.12 Hate/m.crit +3.00 Slings are used to hurl stones or metal shots at your foes. |
halfling drakeskin leather sling of true flight4.0 T5 sling 1H weapon [Ego++] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +15.0% Dmg.mod +22% physical Acc +12 (+3 eff.) ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
Brightransom (23/60, 165% power, 18 apr)3.0 T5 arrow ammo [Rare] Master Power 165% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 60 Ranged+ +27 acid +12 light +27 cold On Hit.r1 +20 acid +16 fire +27 light On Hit: * 27 arcane resource burn * 27% chance to reduce armor by 27% While equipped: ---------- misc Reload +8 Arrows are used with bows to pierce your foes to death. |
Velira the pouch of dwarven-steel shots (21/21, 139% power, 3 apr)3.0 T3 shot ammo [Rare] Nature Power 139% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Proj.spd +400% On Hit.r1 +20 physical On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 227 physical damage While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
Star Shot (20/20, 139% power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Fire Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Wind Worn Shot (0/25, 148% power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 148% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Boltkarma the pouch of voratun shots (22/22, 164% power, 6 apr)3.0 T5 shot ammo [Random Unique] Arcane/Psionic Power 164% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 Proj.spd +263% Ranged+ +26 lightning +27 physical On Crit.r2 +26 physical On Hit: 20% Curse of Vulnerability 5 On Hit: * 20% chance to knock the target back 3 spaces and deal 178 physical damage * 25% chance for lightning to strike from the target to a second target dealing 55 damage While equipped: ---------- misc Reload +5 Shots are used with slings to pummel your foes to death. |
Deepsobeisance (10/21, 178% power, 6 apr)3.0 T5 shot ammo [Random Unique] Nature/Master Power 178% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Proj.spd +200% Ranged+ +52 lightning On Hit.r1 +12 darkness On Crit.r2 +25 lightning +8 physical On Hit: * 20% chance to reduce damage dealt by 23% Shots are used with slings to pummel your foes to death. |
plaguebringer's pouch of voratun shots of grasping (20/20, 162% power, 6 apr)3.0 T5 shot ammo [Ego++] Arcane/Nature Power 162% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 20 Ranged+ +12 blight On Hit: 20% Epidemic 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 18 * 20% chance to create vines that bind the target to the ground dealing 178 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Dazzleraider' (17/21, 181% power, 6 apr)3.0 T5 shot ammo [Rare] Master Power 181% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +22.0% Capacity 21 Proj.spd +258% Ranged+ +25 acid +25 physical On Hit.r1 +25 light +25 acid On Crit: * Wound the target dealing 318 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +5 Shots are used with slings to pummel your foes to death. |
Fire Dragon Shield (16 def, 9 armour, 170% power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 100% Str Dmg Fire Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+3 eff.) Rng.Def +15 (+3 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Piercing Gaze (5 def, 25 armour, 150% power, 180 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 150% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+1 eff.) Rng.Def +10 (+2 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Shieldsmaiden (5 def, 20 armour, 159% power, 150 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 159% Range: 1.2x Uses 100% Str Dmg Ice Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+3 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
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 (+6 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+2 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+7 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. |
impervious voratun shield of resistance (0 def, 21 armour, 177% power, 280 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 177% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +280 While equipped: Stats +7 Con ----- def ----- Armour +21 Fatigue +8% Resists +13% acid +13% fire +13% lightning +13% cold Phys.save +15 (+4 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
ancient woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +14 (+7 eff.) Dmg.mod +15% temporal +13% physical +11% all Res.pen +9% temporal +9% physical ----- def ----- Resists +9% all Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+3 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+8 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 10 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 36%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Glylaith the Toxinsmasher (0 def, 0 armour)2.0 T5 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +6% Dmg.mod +15% temporal +20% light +9% blight +24% cold +24% nature Res.pen +34% blight Melee Ret 13 nature On Hit (Melee): * 27% chance to slow global speed by 55% ----- def ----- Resists +21% nature +30% light +15% all ---------- misc Vim/s.crit +2.72 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +5 (+2 eff.) ----- def ----- Resists +20% blight +15% all Mind.save +27 (+9 eff.) Max.HP +92.00 HP.reg +5.10 Heal.mod +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of lightning (+45%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) Dmg.mod +30% lightning ----- def ----- Resists +45% lightning +15% all Mind.save +30 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of protection (5 def, 5 armour)2.0 T5 cloth armor [Ego+] Nature/Master While equipped: Stats +7 Str +8 Mag +8 Wil dps ---------- Dmg.mod +30% lightning +15% physical +26% cold ----- def ----- Armour +5 Defense +5 (+1 eff.) Resists +12% lightning +15% cold +15% all Phys.save +30 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
duelist's reinforced leather armour of the deep (18 def, 16 armour)9.0 T4 light armor [Ego++] Nature/Master While equipped: Stats +7 Cun +7 Dex ----- def ----- Armour +16 Defense +18 (+4 eff.) Fatigue +8% Resists +13% acid +10% cold ---------- misc Breathe water A suit of armour made of leather. |
radiant reinforced leather armour of natural resilience (12 def, 7 armour)9.0 T4 light armor [Ego++] Nature/Disrupt While equipped: Stats +5 Wil ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Resists +44% blight +18% nature +26% darkness D.Red.from +12% Unnatural ---------- misc Light +2 A suit of armour made of leather. |
volcanic drakeskin leather armour of Toknor (20 def, 23 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +19.00% Phys.pwr +10 (+2 eff.) Melee+ 9 fire Ranged+ 10 fire ----- def ----- Armour +23 Defense +20 (+4 eff.) Fatigue +8% Resists +30% fire +30% physical A suit of armour made of leather. |
enlightening voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +9 Cun +7 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Mind.save +24 (+8 eff.) A suit of armour made of mail. |
impenetrable voratun mail armour of delving (5 def, 28 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +10 Str ----- def ----- Armour +28 Defense +5 (+1 eff.) Fatigue +12% Resists +17% darkness +15% physical ---------- misc Light +2 Track: Puts all charms on 20 cooldown Level 5.8 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 8 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
prismatic voratun mail armour of thunder (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +8 Str +10 Mag +10 Wil dps ---------- Phys.crit +10.0% Spell.crit +9% Mind.crit +10% Phys.pwr +25 (+5 eff.) Spell.pwr +20 (+9 eff.) Mind.pwr +25 (+9 eff.) ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +19% lightning +19% light +20% darkness A suit of armour made of mail. |
hardened voratun plate armour of acid resistance (0 def, 26 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Master While equipped: ----- def ----- Armour +26 Fatigue +22% Resists +43% acid +13% physical +13% cold +13% lightning +11% fire A suit of armour made of metal plates. |
searing voratun plate armour of the dragon (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego++] Arcane/Nature While equipped: dps ---------- Melee+ 19 acid 19 fire Melee Ret 16 acid 16 fire ----- def ----- Armour +16 Fatigue +22% Resists +44% acid +15% physical +15% cold +14% lightning +44% fire Disarm- +40% Stun/Frz- +34% Knockbk- +40% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Destala's Scales (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 3.5 Pwr.cost 13 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. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 4.5 Pwr.cost 7 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 55 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Ararodur (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Con dps ---------- Phys.crit +3.0% Spell.crit +4% Crit.mult +48.00% Phys.pwr +4 (+1 eff.) Spell.pwr +8 (+4 eff.) Dmg.mod +9% arcane +9% temporal Res.pen +13% arcane Acc +13 (+3 eff.) Apr +13 ----- def ----- Defense +3 (+1 eff.) Fatigue -6% Crit.chn- 15.00% Stealth +15 ---------- misc Max.mana +78.00 Infravis +3 See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak of implacability (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +20% nature +20% blight Phys.save +10 (+3 eff.) Mind.save +15 (+5 eff.) Die.at -50.00 life HP.reg +11.00 Heal.mod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shifting Boots (7 def, 1 armour)2.0 T5 feet armor [Unique] Arcane While equipped: Stats +8 Cun +4 Dex ----- def ----- Armour +1 Defense +7 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.10 Spell/Temporal Blink to a nearby random location within range 11 (based on Magic). Uses 14 power out of 40/40 Those leather boots can make anybody as annoying as their former possessor, Draebor. |
undeterred pair of drakeskin leather boots of spellbinding (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane While equipped: Stats +6 Mag ----- def ----- Armour +5 Silence- +50% Confus- +36% Stun/Frz- +50% ---------- misc Spell.cld 10% A pair of boots made of leather. |
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 (+0 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+3 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 21 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. |
blood-soaked pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Apr +13 ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of voratun boots of speed (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +4% Phys.save +15 (+4 eff.) Spell.save +14 (+5 eff.) Mind.save +14 (+4 eff.) 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)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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
cinder drakeskin leather gloves of sorrow (0 def, 3 armour)1.0 T4 hands armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Melee+ 14 fire 40 darkness 40 mind Dmg.mod +11% fire On Hit (Melee): * 25% chance to reduce all saves and defense by 28 ----- def ----- Armour +3 Resists +10% fire Mind.save -5 (-2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 13 cooldown Level 4.5 Pwr.cost 13 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master/Psionic While equipped: dps ---------- Phys.crit +16.0% Spell.crit +18% Mind.crit +16% Crit.mult +11.00% Acc +10 (+3 eff.) ----- def ----- Armour +3 Phys.save +10 (+3 eff.) Mind.save +7 (+2 eff.) Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+5 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Earthquake: Level 5.5 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 73.11 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 4.5 Pwr.cost 16 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 171% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
mindwoven elven-silk wizard hat of arcana (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane/Psionic While equipped: Stats +7 Mag +7 Wil dps ---------- Mind.crit +6% Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) ---------- misc Psi/turn +0.37 A pointy cloth hat, very wizardly... |
insulating drakeskin leather cap of dexterity (+10) (0 def, 5 armour)2.0 T5 head armor [Ego] Master While equipped: Stats +10 Dex ----- def ----- Armour +5 Fatigue +5% Resists +15% fire +8% cold A cap made of leather. |
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 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
catburglar's voratun helm of trickery (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +14 Dex +5 Cun dps ---------- Apr +8 ----- def ----- Armour +5 Fatigue +5% Resists +25% darkness ---------- misc Infravis +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren voratun helm of trickery (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +5 Dex +10 Wil +5 Cun dps ---------- Apr +8 ----- def ----- Armour +5 Fatigue +5% Resists +13% blight Mind.save +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
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. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 20 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
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. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
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. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+4 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
65 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. |
Splendoursnake2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.crit +3% Crit.mult +10.00% Melee Ret 6 light ----- def ----- Max.HP +44.00 ---------- misc Psi/ret +0.12 Max.hate +4.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Searmonster1.0 T5 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +21% mind Res.pen +20% fire +20% mind +13% all Apr +11 Melee Ret 8 acid ----- def ----- Resists +33% cold +5% arcane +12% nature Spell.save +12 (+4 eff.) ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal dwarven lantern of the sun0.0 T5 lite [Ego++] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +17 (+8 eff.) Dmg.mod +15% light ----- def ----- Resists +15% darkness Affinity +5% light ---------- misc Light +10 Sun Flare: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 118.87 light damage. At talent level 3 you gain 21% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
nightwalker's dwarven lantern of health1.0 T5 lite [Ego+] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +20.00% Phys.pwr +8 (+2 eff.) ----- def ----- Max.HP +79.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 64 power out of 100/100 The very essence of bearness! |
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. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 64 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.5 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 73.11 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
bloodhexed voratun pickaxe (dig speed 18 turns)3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +11 Str +10 Wil dps ---------- Phys.crit +14.0% Mind.crit +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mind.pwr +10 (+4 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 6.5 Pwr.cost 10 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 128 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 366.36 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 16 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
focusing dragonbone totem of stinging [power 548] (10 cooldown)2.0 T5 totem charm [Ego] Nature Sting an enemy dealing 706 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
soothing dragonbone totem of stinging [power 506] (10 cooldown)2.0 T5 totem charm [Ego+] Nature Sting an enemy dealing 652 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown 100% to heal for 110. Natural totems are made by powerful wilders to store nature power. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
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"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. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Fa the Shalore Skirmisher level 34
76th Dusk 122nd year of Ascendancy at 10:02 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Fa the Shalore Skirmisher level 50
77th Regrowth 123rd year of Ascendancy at 11:35 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Fa the Shalore Skirmisher level 34
71st Dusk 122nd year of Ascendancy at 23:04 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Fa the Shalore Skirmisher level 34
74th Dusk 122nd year of Ascendancy at 00:03 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Fa the Shalore Skirmisher level 42
56th Haze 122nd year of Ascendancy at 12:30 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Fa the Shalore Skirmisher level 49
57th Regrowth 123rd year of Ascendancy at 08:01 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Fa the Shalore Skirmisher level 39
49th Haze 122nd year of Ascendancy at 20:15 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Fa the Shalore Skirmisher level 32
70th Dusk 122nd year of Ascendancy at 09:30 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Fa the Shalore Skirmisher level 48
50th Regrowth 123rd year of Ascendancy at 08:07 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Fa the Shalore Skirmisher level 46
66th Haze 122nd year of Ascendancy at 18:33 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Fa the Shalore Skirmisher level 49
57th Regrowth 123rd year of Ascendancy at 18:39 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Fa the Shalore Skirmisher level 37
47th Haze 122nd year of Ascendancy at 19:07 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Fa the Shalore Skirmisher level 46
3rd Regrowth 123rd year of Ascendancy at 13:00 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Fa the Shalore Skirmisher level 30
60th Dusk 122nd year of Ascendancy at 13:48 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Fa the Shalore Skirmisher level 23
23rd Dusk 122nd year of Ascendancy at 15:18 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Fa the Shalore Skirmisher level 29
57th Dusk 122nd year of Ascendancy at 22:07 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Fa the Shalore Skirmisher level 50
7th Pyre 123rd year of Ascendancy at 07:12 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Fa the Shalore Skirmisher level 50
1st Pyre 123rd year of Ascendancy at 11:54 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By Fa the Shalore Skirmisher level 36
44th Haze 122nd year of Ascendancy at 19:05 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fa the Shalore Skirmisher level 36
42nd Haze 122nd year of Ascendancy at 19:05 see stats
Is that how it feels to be an escort quest?! (Insane (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Fa the Shalore Skirmisher level 35
5th Haze 122nd year of Ascendancy at 10:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Fa the Shalore Skirmisher level 10
1st Flare 122nd year of Ascendancy at 04:08 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Fa the Shalore Skirmisher level 20
12nd Dusk 122nd year of Ascendancy at 14:56 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Fa the Shalore Skirmisher level 30
59th Dusk 122nd year of Ascendancy at 05:38 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Fa the Shalore Skirmisher level 40
51st Haze 122nd year of Ascendancy at 13:36 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Fa the Shalore Skirmisher level 50
58th Regrowth 123rd year of Ascendancy at 11:44 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Fa the Shalore Skirmisher level 50
77th Regrowth 123rd year of Ascendancy at 02:42 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Fa the Shalore Skirmisher level 50
66th Regrowth 123rd year of Ascendancy at 09:53 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Fa the Shalore Skirmisher level 35
33rd Haze 122nd year of Ascendancy at 09:37 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Fa the Shalore Skirmisher level 50
4th Pyre 123rd year of Ascendancy at 00:18 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Fa the Shalore Skirmisher level 36
43rd Haze 122nd year of Ascendancy at 15:46 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Fa the Shalore Skirmisher level 25
29th Dusk 122nd year of Ascendancy at 23:42 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Fa the Shalore Skirmisher level 38
47th Haze 122nd year of Ascendancy at 21:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Fa the Shalore Skirmisher level 10
1st Flare 122nd year of Ascendancy at 14:37 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Fa the Shalore Skirmisher level 50
61st Regrowth 123rd year of Ascendancy at 12:58 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Fa the Shalore Skirmisher level 46
63rd Haze 122nd year of Ascendancy at 06:52 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Fa the Shalore Skirmisher level 6
5th Mirth 122nd year of Ascendancy at 18:50 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Fa the Shalore Skirmisher level 42
58th Haze 122nd year of Ascendancy at 10:48 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Fa the Shalore Skirmisher level 20
15th Dusk 122nd year of Ascendancy at 01:10 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fa the Shalore Skirmisher level 15
10th Flare 122nd year of Ascendancy at 16:49 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Fa the Shalore Skirmisher level 50
16th Pyre 123rd year of Ascendancy at 08:45 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Fa the Shalore Skirmisher level 32
70th Dusk 122nd year of Ascendancy at 14:29 see stats
Log
Elandar deactivates Premonition.
Elandar activates Premonition.
Elandar deactivates Shielding.
Elandar activates Shielding.
Elandar deactivates Arcane Power.
Elandar activates Arcane Power.
Quasit is magically poisoned!
Quasit is poisoned!
Fa slows down.
Talent Venomous Strike is ready to use.
Fa receives 39 healing from Deadly Poison from Fa.
Epidemic from Argoniel hits Fa for 126 blight damage.
Elandar's spell attains critical power!
Elandar casts Temporal Shield.
The very fabric of time alters around Elandar.
Phantasmal Shield hits Mirror Image (Elandar) for 0 fire damage.
Phantasmal Shield hits Fa for 517 fire damage.
Phantasmal Shield hits Quasit for 581 fire damage.
Deadly Poison from Fa hits Argoniel for (150 to bones), 0 nature (0 total damage).
Bleeding from Fa hits Elandar for (197 absorbed), 84 physical (85 total damage).
Vulnerability Poison from Fa hits Elandar for (4 absorbed), (1 ignored), 0 arcane (0 total damage).
Deadly Poison from Fa hits Mirror Image (Elandar) for 0 nature damage.
Fa receives 30 healing from Deadly Poison from Fa.
Deadly Poison from Fa hits Elandar for (171 absorbed), 73 nature (74 total damage).
Burning from Mirror Image (Elandar) hits Elandar for (43 absorbed), 0 fire (0 total damage).
Elandar casts Aegis.
Elandar casts Freeze.
Elandar hits Fa for 1153 fire damage.
Fa the level 50 shalore skirmisher was blazed to death by a Elandar on level 11 of High Peak.






























































































































































