Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.5.10This 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 More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Ogre |
Class | Berserker |
Level / Exp | 49 / 4% |
Size | huge |
Lifes / Deaths | Killed by war hound at level 10 on the 37th Dusk 122nd year of Ascendancy at 16:28 0 / 8Killed by fire drake hatchling at level 12 on the 43rd Dusk 122nd year of Ascendancy at 19:15 Killed by Xerolrama the fire drake at level 13 on the 44th Dusk 122nd year of Ascendancy at 01:50 Killed by Beturebeth the treant at level 21 on the 69th Haze 122nd year of Ascendancy at 20:44 Killed by thought-forged bowman at level 30 on the 12nd Pyre 123rd year of Ascendancy at 21:50 Killed by Fagraue the Crusher at level 39 on the 2nd Dusk 123rd year of Ascendancy at 16:01 Killed by Rak'shor, Grand Necromancer of the Pride at level 41 on the 37th Dusk 123rd year of Ascendancy at 03:25 Killed by Vulsid the Bringer of Doom at level 49 on the 75th Haze 123rd year of Ascendancy at 08:26 |
Primary Stats
Strength | 137 (base 60) |
Dexterity | 82 (base 60) |
Constitution | 82 (base 60) |
Magic | 76 (base 60) |
Willpower | 24 (base 10) |
Cunning | 73 (base 45) |
Resources
Mana | 478/478 |
Equilibrium | 0 |
Life | -107/1982 |
Positive | 174/174 |
Stamina | 40/249 |
Healing Factor | 1.1985714285712 |
Regeneration | 29.38303314708 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 9 |
See Stealth | 81.977545043318 |
See Invisible | 90.977545043318 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 355 |
Accuracy | 81 |
Crit Chance | 137% |
APR | 22 |
Speed | 1.33 |
Offense: Offhand
Damage | 85 |
Accuracy | 81 |
Crit Chance | 149% |
APR | 12 |
Speed | 1.11 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +20% |
Mind | +19% |
All | +10% |
Lightning | +13% |
Light | +27% |
Darkness | +50% |
Physical | +43% |
Cold | +45% |
Fire | +42% |
Nature | +49% |
Offense: Damage Penetration
Lightning | +25% |
Nature | +5% |
Physical | +7% |
Darkness | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 75.084537089062 (100%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 0 |
Physical Save | 66 |
Spell Save | 69 |
Mental Save | 46 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 22%( 70%) |
Arcane | + 6%( 70%) |
Cold | + 56%( 70%) |
All | + 15%( 70%) |
Lightning | + 48%( 70%) |
Light | + 24%( 70%) |
Mind | + 20%( 70%) |
Physical | + 56%( 70%) |
Darkness | + 45%( 70%) |
Fire | + 70%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Stoning Resistance | 0% |
Confusion Resistance | 25% |
Pinning Resistance | 100% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 27% |
Inscriptions (6/6)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 436 damage for 4 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 751% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 660 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 604 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.60 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Berserker Rage |
talent | Precise Strikes |
talent | Chant of Resistance |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | Reduces physical damage received by 43% and provides a 26% chance to ignore critical hits. Juggernaut |
beneficial effect | Increases critical hit chance by 50%. Berserker Rage |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Barbor has heard the hateful whisper. Hateful Whisper |
beneficial effect | Increases crit chance by 5% and critical power by 20%. 1 charge(s). Ogre Fury |
beneficial effect | Immune to physical effects. Spine of the World |
beneficial effect | The thrill of combat improves the target's maximum life by 14%, life regeneration by 12.68, and stamina regeneration by 2.54. Bloodbath |
beneficial effect | Do not try to resist it! Ogric Wrath |
beneficial effect | Inscriptions cooldown twice as fast. Writ Large |
detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +1. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +1. | done |
You failed to protect the injured seer from death by grave wight. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +1. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +1. | 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 +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Cunning by +2. | 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 Minotaur. * 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1337. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within11 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Xeta the Strikesquall (0 def, 3 armour) Xeta the Strikesquall (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +25% lightning +15% darkness ----- def ----- Armour +3 Fatigue +3% Resists +15% lightning HP.reg +1.80 Heal.mod +17% A pair of boots made of leather. |
Light source | watchleader's alchemist's lamp of corpselight watchleader's alchemist's lamp of corpselight1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +8% blight +10% darkness Blind- +27% Confus- +15% ---------- misc Light +7 Infravis +4 See.Stealth +10 See.Invis +19 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Kheledil the Blazevortex (0 def, 5 armour) Kheledil the Blazevortex (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +4 Str +8 Dex +8 Mag +5 Cun +4 Con dps ---------- Dmg.mod +6% fire ----- def ----- Armour +5 Fatigue +1% ---------- misc Infravis +3 Telepathy Humanoid/Orc A cap made of leather. |
On hands | Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 26.0 - 36.4 Physical Uses 40% Wil, 40% Str, 40% Dex 40% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% On Hit: 5% Slash 3 On Hit: 10% Dominate 3 Frost Grab: Level 4.0 Pwr.cost 12 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 87.62 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Tool | stralite torque of psychoportation 'Dagedor' [power 50] (18/18 cooldown) stralite torque of psychoportation 'Dagedor' [power 50] (18/18 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +9% mind ----- def ----- Resists +6% mind ---------- misc Equi/ret +0.08 Psi/ret +0.12 Hate/m.crit +2.00 Max.psi +30.00 Telepathy Humanoid/Orc Talents +4 Telekinetic Blast Teleport randomly (rad 50) Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Inertial Twine Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 13.16 cold and 12.98 physical damage (based on Willpower) each turn and knocking opponents back. Uses 36 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around neck | Garkul's Teeth Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+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 6.4 Pwr.cost 6 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 419.56 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. |
In main hand | Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 96.0 - 144.0 Physical Uses 140% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 251.61 to 754.83 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other craatures within radius 4), dealing 651.51 to 1303.02 physical damage (based on Strength) to each. Uses 30 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Around waist | Bethebeth the Smeargasher Bethebeth the Smeargasher1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +11.00% Phys.pwr +4 (+1 eff.) Spell.pwr +9 (+2 eff.) Dmg.mod +16% physical +9% nature +9% fire Res.pen +5% nature +7% physical Melee Ret 12 fire ----- def ----- Resists +9% nature Mind.save +12 (+4 eff.) A belt that goes around your waist. |
In off hand | Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 35% Str, 35% Dex, 30% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Creeping Darkness: Level 3.0 Pwr.cost 15 out of 40/40. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 21.77 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Cloak | wyrmwaxed cashmere cloak of fog (6 def, 0 armour) wyrmwaxed cashmere cloak of fog (6 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +6 (+3 eff.) Resists +7% acid +10% light +24% fire +7% cold +7% lightning Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour)17.0 T4 massive armor [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+7 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+10 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Inventory
regeneration infusion of the titan (heal 459 over 5 turns) regeneration infusion of the titan (heal 459 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 459 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 21%; cure mental) wild infusion (resist 21%; cure mental)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 21% for 7 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 ability. |
heroism infusion (+7 for 12 turns, die at -340) heroism infusion (+7 for 12 turns, die at -340)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 12 turns. While Heroism is active, you will only die when reaching -340 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (246.00 temporal damage, removed from time 4 turns) Rune of the Rift (246.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 230.01 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
steel amulet 'Arylaith' steel amulet 'Arylaith'0.1 T2 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +26% fire +9% darkness +13% cold Spell.save +30 (+8 eff.) Blind- +10% Poison- +10% Disease- +10% Silence- +20% Stun/Frz- +15% Amulets can have magical properties. |
gold amulet 'Pureraider' gold amulet 'Pureraider'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +10 Lck dps ---------- Dmg.mod +9% acid Res.pen +20% acid Acc +7 (+1 eff.) ----- def ----- Defense +8 (+3 eff.) Resists +9% nature +24% acid Unseen.red 13% Amulets can have magical properties. |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 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. |
psionicist's copper ring of clarity psionicist's copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +9 (+3 eff.) Confus- +20% Rings can have magical properties. |
arcing iron greatmaul of massacre (27.5-41.25 power, 1 apr) arcing iron greatmaul of massacre (27.5-41.25 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 27.5 - 41.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +10 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed mauls. |
balanced iron greatsword (15-24 power, 1 apr) balanced iron greatsword (15-24 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 15.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +32% Massive two-handed swords. |
iron greatsword (14.5-23.2 power, 1 apr) iron greatsword (14.5-23.2 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 14.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
quick iron greatsword of projection (16-25.6 power, 1 apr) quick iron greatsword of projection (16-25.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego++] Master/Psionic Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 111% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +5 Dex dps ---------- Acc +10 (+2 eff.) Massive two-handed swords. |
Blazeveil (63.5-101.6 power, 3 apr) Blazeveil (63.5-101.6 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Nature/Master Power 63.5 - 101.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +13 temporal +19 nature +4 arcane On Hit.r1 +8 fire While equipped: Stats +2 Mag dps ---------- Dmg.mod +9% arcane Res.pen +5% fire Acc +16 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) Resists +9% fire Disarm- +36% Massive two-handed swords. |
Dimbiter (62-99.2 power, 3 apr) Dimbiter (62-99.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Nature/Master Power 62.0 - 99.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Hit.r1 +12 darkness On Crit.r2 +20 ice While equipped: dps ---------- Phys.crit +9.0% Crit.mult +20.00% Dmg.mod +3% darkness Res.pen +19% cold Apr +13 Melee Ret 8 darkness ----- def ----- Armour +14 ---------- misc Light +3 Massive two-handed swords. |
Rootumbra the stralite greatsword (51.5-82.4 power, 3 apr) Rootumbra the stralite greatsword (51.5-82.4 power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Nature Power 51.5 - 82.4 Nature Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +14 insidious poison +16 mind +16 nature While equipped: Stats +4 Cun dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +15% mind Massive two-handed swords. |
hateful voratun greatsword of ruin (65.5-104.8 power, 4 apr) hateful voratun greatsword of ruin (65.5-104.8 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master/Psionic Power 65.5 - 104.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +23 darkness Against +28% Living While equipped: dps ---------- Phys.crit +17.0% Crit.mult +28.00% Apr +17 Massive two-handed swords. |
Punae's Blade (46-64.4 power, 4 apr) Punae's Blade (46-64.4 power, 4 apr)3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Phys.spd +10% ----- def ----- Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
caustic voratun waraxe of purging (40-56 power, 6 apr) caustic voratun waraxe of purging (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature/Disrupt Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 nature On Hit: * 29% chance to corrode armour by 30% * 25% chance to remove a magical effect While equipped: dps ---------- Res.pen +14% acid ----- def ----- HP.reg +2.50 One-handed war axes. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Str, 10% Mag, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 5 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 131.39 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
arcing voratun dagger of phasing (36.5-47.45 power, 16 apr) arcing voratun dagger of phasing (36.5-47.45 power, 16 apr)1.0 T5 dagger 1H weapon [Ego] Arcane Power 36.5 - 47.5 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +16 Crit +10.0% Atk.spd 100% Phasing +18% Melee+ +4 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, short and deadly. |
voratun dagger of amnesia (38-49.4 power, 9 apr) voratun dagger of amnesia (38-49.4 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Psionic Power 38.0 - 49.4 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: Sharp, short and deadly. |
blooming living mindstar of flames (16-17.6 power, 40 apr, nature damage) blooming living mindstar of flames (16-17.6 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature This natural fire should be returned to the wyrm. Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) All.spd +5% Dmg.mod +15% fire Res.pen +14% fire Melee Ret 11 fire ----- def ----- Resists +15% fire Heal.mod +24% Heal/summ +60 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. |
hateful living mindstar of balance (16-17.6 power, 40 apr, nature damage) hateful living mindstar of balance (16-17.6 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic This psionic mindstar hates not to be wrathful. Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +14% mind +24% darkness Res.pen +12% mind +13% darkness ----- def ----- Phys.save +9 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Equi/ret +2.10 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. |
sentry's quiver of dragonbone arrows of erosion (52/52, 69-96.6 power, 32 apr) sentry's quiver of dragonbone arrows of erosion (52/52, 69-96.6 power, 32 apr)3.0 T5 arrow ammo [Ego+] Arcane/Nature Power 69.0 - 96.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +32 Crit +3.0% Capacity 52 Rld cld 0 Ranged+ +23 nature +23 temporal Arrows are used with bows to pierce your foes to death. |
Yeek-fur Robe (9 def, 3 armour) Yeek-fur Robe (9 def, 3 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +5% mind ----- def ----- Armour +3 Defense +9 (+4 eff.) Resists +20% cold Mind.save +10 (+3 eff.) A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
stormwoven silk robe of alchemy (3 def, 0 armour) stormwoven silk robe of alchemy (3 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats +7 Str +7 Mag +6 Wil dps ---------- Dmg.mod +15% lightning +22% physical +13% fire +10% acid +28% cold ----- def ----- Defense +3 (+2 eff.) Resists +10% lightning +16% physical +16% fire +16% acid +24% cold ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
searing hardened leather armour of delving (3 def, 6 armour) searing hardened leather armour of delving (3 def, 6 armour)9.0 T3 light armor [Ego++] Arcane/Master While equipped: Stats +7 Str dps ---------- Melee+ 13 acid 14 fire Melee Ret 11 acid 10 fire ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +18% acid +10% physical +15% darkness +16% fire ---------- misc Light +1 Track: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Armour +10 Defense +10 (+4 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+5 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Lavaradiance (4 def, 11 armour) Lavaradiance (4 def, 11 armour)14.0 T4 heavy armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Con dps ---------- Dmg.mod +6% fire Res.pen +15% blight Melee Ret 8 fire On Hit (Melee): * 10% chance to disease ----- def ----- Armour +11 Defense +4 (+2 eff.) Fatigue +16% Resists +31% acid +9% cold +9% blight Max.HP +54.00 ---------- misc Breathe water A suit of armour made of mail. |
spiked iron plate armour of fire resistance (3 def, 7 armour) spiked iron plate armour of fire resistance (3 def, 7 armour)17.0 T1 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% Resists +17% fire A suit of armour made of metal plates. |
prismatic dwarven-steel plate armour of lightning resistance (5 def, 11 armour) prismatic dwarven-steel plate armour of lightning resistance (5 def, 11 armour)17.0 T3 massive armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +18% lightning +12% light +13% darkness A suit of armour made of metal plates. |
searing stralite plate armour of implacability (7 def, 19 armour) searing stralite plate armour of implacability (7 def, 19 armour)17.0 T4 massive armor [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 13 acid 18 fire Melee Ret 12 acid 10 fire ----- def ----- Armour +19 Defense +7 (+3 eff.) Fatigue +20% Resists +26% acid +18% fire Phys.save +10 (+3 eff.) A suit of armour made of metal plates. |
spiked stralite plate armour of the deep (7 def, 16 armour) spiked stralite plate armour of the deep (7 def, 16 armour)17.0 T4 massive armor [Ego+] Nature/Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +16 Defense +7 (+3 eff.) Fatigue +26% Resists +9% acid +11% cold ---------- misc Breathe water A suit of armour made of metal plates. |
Starfame the rough leather belt Starfame the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +1% ----- def ----- Mind.save +3 (+1 eff.) HP.reg +0.60 Heal.mod +11% ---------- misc Light +3 A belt that goes around your waist. |
Rope Belt of the Thaloren Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Halibar Halibar1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +10% physical Acc +14 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Phys.save +6 (+2 eff.) Spell.save +5 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Lightningrune the linen cloak (1 def, 0 armour) Lightningrune the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+0 eff.) Dmg.mod +15% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Resists +3% temporal Spell.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed cashmere cloak (2 def, 0 armour) wyrmwaxed cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +5% fire +7% cold +7% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of drakeskin leather boots of uncanny dodging (8 def, 5 armour) grounding pair of drakeskin leather boots of uncanny dodging (8 def, 5 armour)2.0 T5 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Rng.Def +7 (+3 eff.) Fatigue +5% Resists +12% lightning +14% temporal A pair of boots made of leather. |
grounding pair of iron boots of uncanny dodging (3 def, 3 armour) grounding pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue +2% Resists +6% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blightbringer's pair of voratun boots of uncanny dodging (7 def, 5 armour) blightbringer's pair of voratun boots of uncanny dodging (7 def, 5 armour)3.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +8 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +9% acid +9% blight ----- def ----- Armour +5 Defense +7 (+3 eff.) Rng.Def +10 (+4 eff.) Fatigue +4% Disease- +27% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
polar rough leather gloves (0 def, 1 armour) polar rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +5% cold Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +5 ice On Hit: 10% Ice Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Breezeorder the dwarven-steel gauntlets (0 def, 2 armour) Breezeorder the dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Acc +7 (+1 eff.) Melee Ret 4 nature ----- def ----- Armour +2 Resists +6% blight +3% light +13% darkness +9% lightning ---------- misc Infravis +2 Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Acc +6 Apr +9 Crit +14.0% Atk.spd 83% Melee+ +13 darkness On Hit.r1 +4 nature On Crit: 10% Dominate 3 Track: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 87% On Hit: 5% Implode 1 On Hit: 5% Perfect Control 1 On Hit: 5% Quick as Thought 3 On Hit: 20% Poisonous Bite 3 Mindhook: Level 4.0 Pwr.cost 10 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
grounding linen wizard hat (1 def, 0 armour) grounding linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +6% temporal A pointy cloth hat, very wizardly... |
miner's rough leather cap of constitution (+3) (0 def, 3 armour) miner's rough leather cap of constitution (+3) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
Dayvenom the dwarven-steel helm (0 def, 4 armour) Dayvenom the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +1 Str +3 Dex +5 Wil +1 Con dps ---------- Res.pen +20% light ----- def ----- Armour +4 Fatigue +4% Resists +9% cold +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate 10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz 11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 amethyst 12 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli 12 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald 6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 garnet 10 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 quartz 9 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 sapphire 13 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 jade 20 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 turquoise 11 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
17 ruby 17 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 amber 15 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 bloodstone 14 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 fire opal 13 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 diamond 14 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. |
14 moonstone 14 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 pearl 15 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag 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. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Lifebinding Emerald Lifebinding Emerald0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
512 alchemist agate 512 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
40 alchemist bloodstone 40 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (75 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
dwarven-steel pickaxe of Reknor (dig speed 15 turns) dwarven-steel pickaxe of Reknor (dig speed 15 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Resists +6% darkness +7% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 18 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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 (5/5) Rod of Spydric Poison (5/5)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 638.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
warded dragonbone wand of firewall [power 345] (18/4 cooldown) warded dragonbone wand of firewall [power 345] (18/4 cooldown)2.0 T5 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 lightning +4 temporal +4 blight +2 fire +4 cold Talents +1 Ward Creates a wall of flames lasting 4 turns (dealing 416 fire damage overall) Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Barbor the Ogre Berserker level 29
27th Regrowth 123rd year of Ascendancy at 15:17 see stats
By Barbor the Ogre Berserker level 38
68th Pyre 123rd year of Ascendancy at 19:33 see stats
By Barbor the Ogre Berserker level 26
1st Regrowth 123rd year of Ascendancy at 01:24 see stats
By Barbor the Ogre Berserker level 34
55th Pyre 123rd year of Ascendancy at 23:30 see stats
By Barbor the Ogre Berserker level 34
61st Pyre 123rd year of Ascendancy at 19:56 see stats
By Barbor the Ogre Berserker level 47
59th Haze 123rd year of Ascendancy at 09:18 see stats
By Barbor the Ogre Berserker level 33
52nd Pyre 123rd year of Ascendancy at 09:34 see stats
By Barbor the Ogre Berserker level 11
41st Dusk 122nd year of Ascendancy at 01:54 see stats
By Barbor the Ogre Berserker level 40
25th Dusk 123rd year of Ascendancy at 23:05 see stats
By Barbor the Ogre Berserker level 17
20th Haze 122nd year of Ascendancy at 21:13 see stats
By Barbor the Ogre Berserker level 45
12nd Haze 123rd year of Ascendancy at 04:57 see stats
By Barbor the Ogre Berserker level 32
48th Pyre 123rd year of Ascendancy at 10:38 see stats
By Barbor the Ogre Berserker level 12
43rd Dusk 122nd year of Ascendancy at 18:51 see stats
By Barbor the Ogre Berserker level 37
64th Pyre 123rd year of Ascendancy at 16:14 see stats
By Barbor the Ogre Berserker level 16
78th Dusk 122nd year of Ascendancy at 17:04 see stats
By Barbor the Ogre Berserker level 46
38th Haze 123rd year of Ascendancy at 12:06 see stats
By Barbor the Ogre Berserker level 27
4th Regrowth 123rd year of Ascendancy at 08:32 see stats
By Barbor the Ogre Berserker level 47
66th Haze 123rd year of Ascendancy at 10:59 see stats
By Barbor the Ogre Berserker level 45
11st Haze 123rd year of Ascendancy at 19:11 see stats
By Barbor the Ogre Berserker level 15
65th Dusk 122nd year of Ascendancy at 19:31 see stats
By Barbor the Ogre Berserker level 36
62nd Pyre 123rd year of Ascendancy at 12:33 see stats
By Barbor the Ogre Berserker level 10
37th Dusk 122nd year of Ascendancy at 07:18 see stats
By Barbor the Ogre Berserker level 20
44th Haze 122nd year of Ascendancy at 15:11 see stats
By Barbor the Ogre Berserker level 30
80th Regrowth 123rd year of Ascendancy at 12:19 see stats
By Barbor the Ogre Berserker level 40
24th Dusk 123rd year of Ascendancy at 04:54 see stats
By Barbor the Ogre Berserker level 30
12nd Pyre 123rd year of Ascendancy at 15:30 see stats
By Barbor the Ogre Berserker level 43
50th Dusk 123rd year of Ascendancy at 21:28 see stats
By Barbor the Ogre Berserker level 9
5th Dusk 122nd year of Ascendancy at 11:40 see stats
By Barbor the Ogre Berserker level 28
9th Regrowth 123rd year of Ascendancy at 07:27 see stats
By Barbor the Ogre Berserker level 28
7th Regrowth 123rd year of Ascendancy at 09:09 see stats
By Barbor the Ogre Berserker level 12
43rd Dusk 122nd year of Ascendancy at 00:20 see stats
By Barbor the Ogre Berserker level 32
48th Pyre 123rd year of Ascendancy at 12:39 see stats
By Barbor the Ogre Berserker level 30
13rd Pyre 123rd year of Ascendancy at 21:01 see stats
By Barbor the Ogre Berserker level 48
70th Haze 123rd year of Ascendancy at 10:55 see stats
By Barbor the Ogre Berserker level 5
4th Mirth 122nd year of Ascendancy at 07:54 see stats
By Barbor the Ogre Berserker level 39
1st Dusk 123rd year of Ascendancy at 05:20 see stats
By Barbor the Ogre Berserker level 22
2nd Decay 122nd year of Ascendancy at 14:27 see stats
By Barbor the Ogre Berserker level 31
44th Pyre 123rd year of Ascendancy at 12:42 see stats
By Barbor the Ogre Berserker level 45
36th Haze 123rd year of Ascendancy at 10:57 see stats
By Barbor the Ogre Berserker level 13
61st Dusk 122nd year of Ascendancy at 02:38 see stats
By Barbor the Ogre Berserker level 45
29th Haze 123rd year of Ascendancy at 07:38 see stats
By Barbor the Ogre Berserker level 24
4th Allure 123rd year of Ascendancy at 23:55 see stats
By Barbor the Ogre Berserker level 15
71st Dusk 122nd year of Ascendancy at 02:19 see stats
By Barbor the Ogre Berserker level 25
9th Allure 123rd year of Ascendancy at 21:46 see stats
Log
Vulsid the Bringer of Doom's Throwing Knife performs a melee critical strike against Barbor!
Barbor resists the terror!
Barbor is unstoppable!
Vulsid the Bringer of Doom's Throwing Knife hits Barbor for (225 refused), 0 physical, (27 refused), 0 darkness (0 total damage).
Barbor hits Vulsid the Bringer of Doom for 99 blight, 302 physical, 6 darkness, 4 cold, 7 fire, 14 light (433 total damage).
Bleeding from Barbor hits Vulsid the Bringer of Doom for 65 physical damage.
Vulsid the Bringer of Doom uses Disarm.
Vulsid the Bringer of Doom performs a melee critical strike against Barbor!
Barbor shrugs off the critical damage!
Barbor resists the terror!
Barbor is no longer poisoned.
Vulsid the Bringer of Doom performs a melee critical strike against Barbor!
Barbor is unstoppable!
Vulsid the Bringer of Doom hits Barbor for (85 refused), 0 physical, (27 refused), 0 darkness, (141 refused), 0 physical, (27 refused), 0 darkness (0 total damage).
Barbor hits Vulsid the Bringer of Doom for 7 fire, 14 light, 6 fire, 12 light (39 total damage).
Barbor is not silenced anymore.
Barbor has finished recovering.
Barbor casts Rune: Shielding.
A shield forms around Barbor.
Barbor uses stralite torque of psychoportation 'Dagedor'!
Vulsid the Bringer of Doom stops bleeding.
Vulsid the Bringer of Doom casts Phase Door.
Something performs a melee critical strike against Barbor!
Barbor resists the terror!
Something performs a melee critical strike against Barbor!
Barbor shrugs off the critical damage!
Your shield crumbles under the damage!
The shield around Barbor crumbles.
Saving game...