











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. 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. Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. 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:
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. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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: 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 Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Shadowblade |
| Level / Exp | 30 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 14 on the 15th Haze 122nd year of Ascendancy at 04:04 0 / 7Killed by Isloda the giant lightning ant at level 18 on the 23rd Regrowth 123rd year of Ascendancy at 10:52 Killed by Vorebretha the giant eel at level 19 on the 31st Regrowth 123rd year of Ascendancy at 19:46 Killed by Eminne the red ooze at level 20 on the 42nd Regrowth 123rd year of Ascendancy at 04:46 Killed by Islyyatira the sandworm destroyer at level 21 on the 42nd Regrowth 123rd year of Ascendancy at 19:44 Killed by Celia at level 24 on the 13rd Pyre 123rd year of Ascendancy at 05:26 Killed by armoured skeleton warrior at level 30 on the 64th Haze 123rd year of Ascendancy at 07:43 |
Primary Stats
| Strength | 18 (base 17) |
| Dexterity | 65 (base 48) |
| Constitution | 12 (base 10) |
| Magic | 30 (base 18) |
| Willpower | 26 (base 10) |
| Cunning | 103 (base 60) |
Resources
| Life | -167/652 |
| Mana | 284/354 |
| Stamina | 134/237 |
| Healing Factor | 1.3691526171257 |
| Regeneration | 30.326730469336 |
Speed
| Mental | +10.000000000003% |
| Attack | 0% |
| Movement | 0% |
| Spell | +3.0198066269804E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 67.980407223908 |
| See Invisible | 70.980407223908 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 68 |
| Crit Chance | 56% |
| APR | 34 |
| Speed | 0.82 |
Offense: Offhand
| Damage | 59 |
| Accuracy | 68 |
| Crit Chance | 50% |
| APR | 24 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 35% |
| Speed | 0.99999999999997 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +12% |
| Darkness | +7% |
| Nature | +5% |
| Physical | +8% |
| Fire | +8% |
| All | +2% |
Offense: Damage Penetration
| Nature | +15% |
| Acid | +5% |
| Darkness | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 26 (74.823135475018%) |
| Defense | 71 |
| Ranged Defense | 71 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 19 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Light | + 30%( 70%) |
| Nature | + 20%( 70%) |
| Blight | + 7%( 70%) |
| Darkness | + 19%( 70%) |
| Cold | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Stun Resistance | 10% |
| Silence Resistance | 20% |
| Poison Resistance | 25% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 239 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 118 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. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 595% 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. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Duelist | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Poisons | 1.20 |
| 2/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| Adventure / Partner | 1.00 |
| 0/12 |
| 0/31 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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 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 successfully escorted the harried rogue to the recall portal on level 2 of Norgos Lair. Escort: harried rogue (level 2 of Norgos Lair)As a reward you improved talent Toxic Death (+2 level(s)). | done |
You successfully escorted the harried rogue to the recall portal on level 2 of Scintillating Caves. Escort: harried rogue (level 2 of Scintillating Caves)As a reward you gained talent category Cunning / Poisons (at mastery 0.90). | done |
You failed to protect the harried rogue from death by Gloronne the black bear. Escort: harried rogue (level 3 of Norgos Lair) | failed |
You successfully escorted the harried rogue to the recall portal on level 3 of Old Forest. Escort: harried rogue (level 3 of Old Forest) | done |
You successfully escorted the harried rogue to the recall portal on level 3 of Scintillating Caves. Escort: harried rogue (level 3 of Scintillating Caves)As a reward you improved talent Apply Poison (+2 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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: 128. | 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 |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. 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. | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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 | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 35 power out of 43/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather cap 'Hathobar' (10 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str +3 Mag +6 Cun dps ---------- Acc +10 (+2 eff.) Apr +3 ----- def ----- Armour +3 Defense +10 (+2 eff.) Fatigue +3% ---------- misc Stam/ret +1.40 Equi/ret +1.10 See.Invis +3 A cap made of leather. |
| On hands | Chameldir the rough leather gloves (5 def, 9 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 acid Dmg.mod +4% acid Res.pen +5% acid ----- def ----- Armour +9 Defense +5 (+1 eff.) Resists +6% acid Phys.save +3 (+1 eff.) Die.at -60.00 life ---------- misc Max.stam +10.00 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. |
| Tool | 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. |
| On fingers | Naturevein0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +6% fire Res.pen +10% nature ----- def ----- Resists +14% nature +7% blight Max.HP +65.00 HP.reg +11.00 Heal.mod +12% Poison- +15% Disease- +15% Rings make your fingers look great! |
| On fingers | Dimdash the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +15 (+3 eff.) Resists +9% darkness +3% cold Max.HP +40.00 Silence- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
| Around neck | enraging copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +6% physical Amulets make your neck look great! |
| In main hand | Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Around waist | Betiranor1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Against +20% Summoned ----- def ----- Resists +12% acid +6% nature D.Red.from +24% Summoned Blind- +20% Poison- +10% Stun/Frz- +10% A belt that goes around your waist. |
| In off hand | Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. 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 4.5 Pwr.cost 14 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 130.98 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Cloak | Rootmistress the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Mag +2 Con dps ---------- Dmg.mod +3% nature Res.pen +5% nature ----- def ----- Armour +6 Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating reinforced leather armour of Eyal (12 def, 7 armour)9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Max.HP +48.00 HP.reg +10.90 Heal.mod +13% ---------- misc Stam/turn +1.30 A suit of armour made of leather. |
Inventory
Elixir of Foundations0.0 potion [Plot Item] Nature Grant you two additional generic talent points. A vial of murky white fluid. |
Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
heroism infusion of the duelist (die at -526; dur 8; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -526 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1186 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 250 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (254.00 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 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 259.08 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 spell talent. |
biting gale rune (damage 173; dur 4; cd 17)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to direct a cone of chilling stormwind doing 173.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects 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 of the sneak (absorb 141; cd 20)0.1 rune scroll [Ego] 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 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 141 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. Its effects scale with your Cunning stat. 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 |
shielding rune of the wizard (absorb 140; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 140 damage for 3 turns. Its effects scale with your Magic stat. 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 |
stormshield rune (threshold 43; blocks 4; dur 4; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 43 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Broderain'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +1 Con dps ---------- Spell.pwr +5 (+2 eff.) Acc +5 (+1 eff.) ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +20% ---------- misc Max.vim +20.00 Amulets make your neck look great! |
Durysus0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +6 Wil +3 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +6% blight ----- def ----- Fatigue -6% HP.reg +2.00 Poison- +10% Pinning- +20% Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
copper ring of life0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +46.00 HP.reg +6.00 Heal.mod +10% Rings make your fingers look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
marksman's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Blind- +23% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
Carrionserpent the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +28% fire Res.pen +10% darkness +10% fire On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Resists +26% fire +3% nature +6% darkness Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con 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 4 tidal wave that expands slowly over 7 turns, dealing 11.26 cold and 11.92 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 42 power out of 60/60 This azure ring seems to be always moist to the touch. |
gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 5 physical Ranged+ 7 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 27 On Hit (Ranged): * 12% chance to reduce all saves and defense by 27 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 14 cooldown Level 5.5 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
earthen dragonbone starstaff of greater warding (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% darkness ----- def ----- Armour +16 Hardiness +4% Defense +10 (+2 eff.) Phys.save +7 (+3 eff.) ---------- misc Wards +3 darkness Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Belyba (42-62 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Rare] Psionic Power 41.5 - 62.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: ----- def ----- Armour +4 Defense +25 (+6 eff.) Resists +12% acid +18% light Blind- +20% Poison- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed battleaxes. |
voratun battleaxe 'Floemonster' (87-130 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Rare] Master Power 87.0 - 130.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +20 physical On Crit.r2 +12 physical While equipped: Stats +8 Str dps ---------- Dmg.mod +9% cold Acc +15 (+3 eff.) ---------- misc Stam/turn +3.00 Massive two-handed battleaxes. |
Blastshear the stralite greatsword (48-78 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Rare] Arcane Power 48.5 - 77.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Phasing +30% Melee+ +20 lightning On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 While equipped: Stats +6 Mag +4 Wil dps ---------- Spell.crit +3% Melee Ret 10 acid ---------- misc Mana/s.crit +2.00 Massive two-handed swords. |
caustic voratun longsword (43-60 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Nature Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +26 acid +34 nature While equipped: dps ---------- Res.pen +18% acid +10% nature Apr +9 Sharp, long, and deadly. |
Stormwish the stralite waraxe (30-42 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Rare] Nature Power 30.0 - 42.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +16 nature On Crit.r2 +37 lightning +37 cold While equipped: Stats +4 Dex +4 Mag +5 Wil +3 Con dps ---------- Mov.spd +44% Res.pen +16% lightning +21% cold ----- def ----- Resists +24% lightning Crit.chn- 15.00% One-handed war axes. |
Lustrepeal (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 darkness Against +5% Living While equipped: Stats +3 Mag +1 Con ----- def ----- Resists +6% light Sharp, short and deadly. |
iron dagger (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger 'Ereludor' (16-20 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 15.5 - 20.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Resists +3% acid Phys.save +3 (+1 eff.) HP.reg +2.00 ---------- misc Max.hate +2.00 Sharp, short and deadly. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
quick steel dagger of massacre (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +6 (+1 eff.) Sharp, short and deadly. |
steel dagger 'Hurutodil' (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 13.0 - 16.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 blight +9 temporal On Hit: 20% Epidemic 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 23 On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) ----- def ----- Resists +7% temporal Crit.chn- 15.00% Blind- +10% Disease- +21% Sharp, short and deadly. |
Ichorgrinder (19-25 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Nature/Disrupt/Master Power 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 nature On Hit.r1 +8 nature On Hit: * 15 arcane resource burn While equipped: Stats +3 Str +8 Dex +7 Mag +8 Wil +5 Cun +5 Con dps ---------- Phys.spd +10% Res.pen +10% cold Acc +16 (+4 eff.) Melee Ret 2 nature ----- def ----- Resists +6% nature Sharp, short and deadly. |
blooming pulsing mindstar of disruption (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Disrupt Power 14.0 - 15.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Against +10% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- Heal.mod +17% Heal/summ +22 ---------- 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. |
chilling dwarven-steel steamsaw of massacre (28-43 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego] Arcane/Master/Steamtech Power 28.5 - 42.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +42 Melee+ +16 cold Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
warbringer's voratun steamsaw (40-60 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 Uses 1.0 Steam While equipped: Stats +4 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +9% physical ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Disarm- +23% ---------- 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! |
Yvenor the Loamrupture4.0 T4 sling 1H weapon [Random Unique] Disrupt/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +14 nature On Crit.r2 +8 nature On Crit: * silences the target While equipped: Stats +4 Str dps ---------- Phys.crit +8.0% Phys.pwr +8 (+3 eff.) Dmg.mod +9% nature +9% fire Res.pen +8% nature Acc +9 (+2 eff.) ----- def ----- Resists +9% nature Slings are used to hurl stones or metal shots at your foes. |
thought-forged pouch of iron shots (20/20, 13-16 power, 1 apr)3.0 T1 shot ammo [Ego] Psionic Power 13.0 - 15.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 20 Rld cld 6 Ranged+ +6 mind On Hit: * 10% chance to reduce all saves and defense by 27 Shots are used with slings to pummel your foes to death. |
Aeragogar the voratun shield (0 def, 10 armour, 208.5 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Random Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- Melee+ 8 fire On shield block: * Deals 146 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 6 blight 12 fire ----- def ----- Armour +10 Fatigue +8% Resists +22% blight +19% cold +18% nature Max.HP +75.00 ---------- misc Talents +1 Block Handheld deflection devices. |
elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +11% acid +14% physical +13% fire +13% cold ----- def ----- Resists +15% acid +19% physical +15% fire +16% cold +15% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +16 (+6 eff.) Dmg.mod +14% all ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
duelist's cured leather armour of cold resistance (9 def, 7 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +3 Cun +4 Dex ----- def ----- Armour +7 Defense +9 (+2 eff.) Fatigue +7% Resists +16% cold A suit of armour made of leather. |
dwarven-steel mail armour of delving (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +13% darkness +8% physical ---------- misc Light +1 Track: Puts all charms on 21 cooldown Level 4.2 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
rejuvenating voratun mail armour of lightning resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego] Nature/Master While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +17% lightning HP.reg +7.60 ---------- misc Stam/turn +1.80 A suit of armour made of mail. |
stralite plate armour 'Hanakalthorath' (10 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Rare] Master While equipped: dps ---------- Phys.crit +8.0% Res.pen +25% physical Melee Ret 8 physical 6 temporal ----- def ----- Armour +13 Defense +10 (+2 eff.) Fatigue +22% Resists +27% acid +2% physical Die.at -80.00 life A suit of armour made of metal plates. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rotwitch the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Apr +1 Melee Ret 2 cold On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Die.at -60.00 life HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
hardened leather belt 'Cyroriawe'1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str +5 Dex +4 Mag +4 Cun dps ---------- Dmg.mod +6% arcane ----- def ----- Resists +10% fire +5% arcane +8% cold ---------- misc See.Invis +15 A belt that goes around your waist. |
Lisimidhetta (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +30.00% Dmg.mod +9% acid +18% temporal Res.pen +10% acid +15% temporal Acc +12 (+3 eff.) Apr +9 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+0 eff.) Resists +15% acid +6% temporal Stealth +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layerinor the Glimmerresolve (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- Dmg.mod +9% mind +6% light On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Armour +4 Fatigue +3% Resists +6% mind +3% lightning Phys.save +14 (+7 eff.) Mind.save +15 (+8 eff.) ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 (+4 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. |
Turesahad (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +3.0% Melee+ 6 fire Dmg.mod +4% fire Acc +5 (+1 eff.) ----- def ----- Armour +1 Resists +6% fire Phys.save +6 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master While equipped: Stats +3 Str +4 Dex +4 Cun ----- def ----- Armour +3 Phys.save +13 (+6 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves (0 def, 6 armour)1.0 T4 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Mind.save +10 (+5 eff.) Max.HP +64.00 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. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
rough leather cap of precognition (4 def, 1 armour)2.0 T1 head armor [Ego+] Nature While equipped: Stats +3 Cun dps ---------- Acc +5 (+1 eff.) On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Defense +4 (+1 eff.) Fatigue +1% A cap made of leather. |
Adema (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Cun +6 Dex dps ---------- Mind.crit +3% Crit.mult +20.00% ----- def ----- Armour +3 Fatigue +3% Resists +16% darkness Max.HP +20.00 ---------- misc Infravis +5 A cap made of leather. |
Icequake (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Dex +1 Mag +1 Cun ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xeratha the Lightningtorrent (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +4 Mag +4 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% lightning ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
4 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. |
8 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. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
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. |
146 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. |
dwarven lantern 'Xugawyn'1.0 T5 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 * 20% chance to reduce armor by 33% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% blight Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 70 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 14 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 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. |
innervating stralite torque of gale force [power 270] (11 cooldown)2.0 T4 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 292 physical damage Puts all charms on 11 cooldown 100% to reduce fatigue by 32% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
innervating dragonbone totem of thorny skin [power 67] (14 cooldown)2.0 T5 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 67 and armour hardiness by 70% Puts all charms on 14 cooldown 100% to reduce fatigue by 32% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Dagosadil the elm wand of conjuration [power 110] (11 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex +4 Wil dps ---------- Dmg.mod +6% mind Fire a magical bolt dealing 117 acid damage Puts all charms on 11 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of conjuration [power 95] (9 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 97 lightning damage Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ce'Nith the Tundraroar [power 188] (14 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +6 Dex dps ---------- Dmg.mod +12% physical +12% cold Apr +3 ---------- misc Max.stam +20.00 Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 cooldown 100% to increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Shad the Shalore Shadowblade level 16
46th Haze 122nd year of Ascendancy at 00:33 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Shad the Shalore Shadowblade level 29
52nd Haze 123rd year of Ascendancy at 01:08 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Shad the Shalore Shadowblade level 21
43rd Regrowth 123rd year of Ascendancy at 22:22 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Shad the Shalore Shadowblade level 23
77th Regrowth 123rd year of Ascendancy at 15:28 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shad the Shalore Shadowblade level 22
69th Regrowth 123rd year of Ascendancy at 02:04 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Shad the Shalore Shadowblade level 10
72nd Dusk 122nd year of Ascendancy at 04:27 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Shad the Shalore Shadowblade level 20
41st Regrowth 123rd year of Ascendancy at 14:22 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Shad the Shalore Shadowblade level 30
52nd Haze 123rd year of Ascendancy at 01:08 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Shad the Shalore Shadowblade level 22
54th Regrowth 123rd year of Ascendancy at 00:57 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Shad the Shalore Shadowblade level 14
15th Haze 122nd year of Ascendancy at 04:03 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Shad the Shalore Shadowblade level 8
3rd Flare 122nd year of Ascendancy at 14:42 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Shad the Shalore Shadowblade level 24
7th Dusk 123rd year of Ascendancy at 05:40 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Shad the Shalore Shadowblade level 11
78th Dusk 122nd year of Ascendancy at 10:23 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Shad the Shalore Shadowblade level 25
8th Dusk 123rd year of Ascendancy at 02:30 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Shad the Shalore Shadowblade level 22
63rd Regrowth 123rd year of Ascendancy at 14:35 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Shad the Shalore Shadowblade level 16
36th Haze 122nd year of Ascendancy at 01:35 see stats
Log
Shad is not stunned anymore.
Armoured skeleton warrior is out of phase.
You can feel tremors in the worm.. A gastric wave is coming! Dodge to an alcove!
The shield around armoured skeleton warrior crumbles.
Shad's fully exits the shadows.
The shield around Shad crumbles.
Armoured skeleton warrior uses Block.
Shad performs a melee critical strike against Armoured skeleton warrior!
Armoured skeleton warrior resists the effect 'Sunder Arms'!
Armoured skeleton warrior resists the vile poison!
Armoured skeleton warrior resists the shadowy cut
Shad hits Armoured skeleton warrior for (108 blocked), 0 physical, (5 blocked), 0 acid, (15 blocked), 0 light, (41 blocked), 0 darkness, (29 blocked), 0 darkness, (25 blocked), 0 physical, (5 blocked), 0 acid, (15 blocked), 0 light, (41 blocked), 0 darkness (0 total damage).
Armoured skeleton warrior is out of phase.
Armoured skeleton warrior resists the vile poison!
Shad performs a melee critical strike against Armoured skeleton warrior!
Armoured skeleton warrior resists the shadowy cut
Armoured skeleton warrior resists the vile poison!
Shad hits Armoured skeleton warrior for (79 blocked), 0 physical, (5 blocked), 0 acid, (15 blocked), 0 light, (41 blocked), 0 darkness, (44 blocked), 0 darkness, (38 blocked), 0 physical, (5 blocked), 0 acid, (15 blocked), 0 light, (41 blocked), 0 darkness (0 total damage).
Shad hits Armoured skeleton warrior for (15 absorbed), 0 light, (15 absorbed), 0 light (0 total damage).
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior performs a melee critical strike against Shad!
Shad reacts to an attack from Armoured skeleton warrior, mitigating the blow!.
Shad reacts to an attack from Armoured skeleton warrior, mitigating the blow!.
Shad resists the knockback!
Armoured skeleton warrior hits Shad for (277 reacted , -5 stam), 645 physical, (21 parried), (51 reacted , -5 stam), 118 physical, (21 parried) (763 total damage).
Shad the level 30 shalore shadowblade was mutilated to death by an armoured skeleton warrior on level 1 of The Godfeaster.

















































































































































