










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! 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 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Reaver |
| Level / Exp | 41 / 31% |
| Size | big |
| Lifes / Deaths | Killed by orc cryomancer at level 41 on the 61st Pyre 123rd year of Ascendancy at 09:07 / 1 |
Primary Stats
| Strength | 78 (base 60) |
| Dexterity | 46 (base 42) |
| Constitution | 25 (base 10) |
| Magic | 64 (base 60) |
| Willpower | 18 (base 10) |
| Cunning | 22 (base 13) |
Resources
| Life | 996/996 |
| Mana | 460/460 |
| Paradox | 0 |
| Vim | 260/260 |
| Healing Factor | 1.0153846153846 |
| Regeneration | 0.25384615384615 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 196 |
| Accuracy | 53 |
| Crit Chance | 17% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 135 |
| Accuracy | 53 |
| Crit Chance | 14% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Physical | +17% |
| Mind | +8% |
| Blight | +29% |
| Arcane | +11% |
| Cold | +20% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +14% |
Defense: Base
| Armour (hardiness) | 79.723073231957 (93.924050632911%) |
| Defense | 31 |
| Ranged Defense | 35 |
| Fatigue | 32 |
| Physical Save | 40 |
| Spell Save | 47 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 36%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 10%( 70%) |
| Lightning | + 27%( 70%) |
| Physical | + 37%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 37% |
| Silence Resistance | 0% |
| Confusion Resistance | 10% |
| Knockback Resistance | 37% |
| Pinning Resistance | 42% |
| Instadeath Resistance | 100% |
| Blind Resistance | 5% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 829% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 530 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 697% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 12 turns. While Heroism is active, you will only die when reaching -679 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. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Rot | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have killed Ungolรซ 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 talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Mad Deamon. Escort: lost anorithil (level 5 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You failed to protect the worried loremaster from death by luminous horror. Escort: worried loremaster (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed minotaur nose. * You've found the needed ice wyrm tooth. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 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 Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Rhikan (9 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Dmg.mod +9% blight +7% physical ----- def ----- Armour +3 Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Fatigue +3% Resists +5% arcane +9% lightning Spell.save +30 (+10 eff.) Mind.save +30 (+8 eff.) ---------- misc Size +1 Heave: Puts all charms on 10 cooldown Level 4.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
| Light source | Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+4 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 32.56 cold damage and 31.75 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [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 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | 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 Frost Grab: Level 4.0 Pwr.cost 20 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 103.12 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 | psionic stralite torque of psychoportation [power 52] (30 cooldown)2.0 T4 torque charm [Ego] Psionic Teleport randomly (rad 52) Puts all charms on 30 cooldown 100% to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | savior's voratun ring of tenacity =Tenacity=0.1 T5 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +13 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +11 (+3 eff.) Max.HP +30.00 Disarm- +37% Pinning- +42% Knockbk- +37% Rings can have magical properties. |
| Around neck | warrior's voratun amulet of mastery (0.40 Corruption / Scourge)0.1 T5 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +15% physical ---------- misc Stam/turn +0.80 Masteries +0.40 Corruption/Scourge Amulets can have magical properties. |
| In main hand | Malediction (55-66 power, 15 apr)3.0 T4 waraxe 1H weapon [Unique] Arcane Power 55.0 - 66.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 100% HP.leech +5% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+6 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
| Around waist | Duvirozilagar1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +9.00% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +10 Resists +6% darkness +4% physical Mind.save +30 (+8 eff.) Blind- +5% A belt that goes around your waist. |
| In off hand | Anmalice (47-65.8 power, 20 apr)3.0 T4 longsword 1H weapon Reqs Wil 20 [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+4 eff.) Dmg.mod +8% mind ----- def ----- Mind.save +0 (+0 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
| Cloak | thick elven-silk cloak of conjuring (3 def, 9 armour)2.0 T5 cloak armor [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +5% Crit.mult +21.00% Spell.pwr +9 (+3 eff.) Dmg.mod +11% arcane Res.pen +14% arcane ----- def ----- Armour +9 Defense +3 (+1 eff.) Resists +18% cold ---------- misc Max.mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened voratun plate armour of command (20 def, 29 armour)17.0 T5 massive armor [Ego++] Master/Psionic While equipped: Stats +5 Cun ----- def ----- Armour +29 Defense +20 (+9 eff.) Fatigue +26% Resists +12% acid +11% physical +11% cold +10% lightning +10% fire Mind.save +22 (+6 eff.) A suit of armour made of metal plates. |
Inventory
healing infusion of the wizard (heal 205)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 205 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+9 for 10 turns, die at -291)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 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 9 for 10 turns. While Heroism is active, you will only die when reaching -291 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. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (332% speed; 4 turns)0.1 T2 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 increase movement speed by 332% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (636% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 636% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (625% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 625% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (584% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 584% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (694% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 694% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 277 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 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 277 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 344 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 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 344 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. |
regeneration infusion of the wizard (heal 555 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 555 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 506 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 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 506 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 27%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune of the psychic (121 acid damage; disarm 5 turns with power 31)0.1 T2 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 unleash a wave of acid in a cone of radius 6, doing 120.60 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 31 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the sneak (97 acid damage; disarm 5 turns with power 35)0.1 T2 rune scroll [Ego] 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 unleash a wave of acid in a cone of radius 6, doing 97.40 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 35 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
acid wave rune of the sneak (110 acid damage; disarm 5 turns with power 34)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 110.40 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 34 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
acid wave rune of the warrior (252 acid damage; disarm 5 turns with power 58)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 251.60 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 58 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (52 cold damage; freeze 3 turns with power 20)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 51.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 20 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the psychic (86 cold damage; freeze 3 turns with power 32)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 85.92 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 32 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the sneak (110 cold damage; freeze 3 turns with power 34)0.1 T2 rune scroll [Ego] 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 direct a cone of chilling stormwind doing 109.68 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 34 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 ability. |
controlled phase door rune of the sneak (range 8)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 8. 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 ability. |
heat beam rune of the wizard (285 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 285.20 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 ability. |
phase door rune of the sneak (range 9; power 25; dur 5)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. 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 ability. |
phase door rune of the wizard (range 11; power 28; dur 6)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. 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 ability. |
shielding rune of the psychic (absorb 228 for 3 turns)0.1 T2 rune scroll [Ego] 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 at most 228 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 511 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 511 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 103)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 12; dur 22; see undead)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 27) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any undead around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 172 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Glyba the Viperwaker0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Cun dps ---------- Dmg.mod +21% nature +6% fire Res.pen +20% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +18% nature Amulets can have magical properties. |
Ichorward the gold amulet0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +6% temporal +7% light +4% physical +15% nature +6% darkness Res.pen +15% nature Melee Ret 12 nature ----- def ----- Armour +4 Mind.save +10 (+3 eff.) Die.at -20.00 life Confus- +10% Amulets can have magical properties. |
Zanasadil0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +8 Lck dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +6 Defense +5 (+2 eff.) Resists +9% acid +8% physical +5% arcane Unseen.red 12% Heal.mod +12% Cut- +60% ---------- misc Stam/turn +0.30 Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 174 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
grounding copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets can have magical properties. |
insulating gold amulet of cunning (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun ----- def ----- Resists +12% fire +10% cold Amulets can have magical properties. |
insulating stralite amulet of healing0.1 T4 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +16% fire +18% cold Heal.mod +20% Cut- +60% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 174 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
insulating voratun amulet of dexterity (+6)0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +6 Dex ----- def ----- Resists +25% fire +22% cold Amulets can have magical properties. |
restful gold amulet of magic (+3)0.1 T3 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -6% HP.reg +1.50 Amulets can have magical properties. |
savior's gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Str ----- def ----- Phys.save +13 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +12 (+3 eff.) Amulets can have magical properties. |
savior's steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +15 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) Blind- +19% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets can have magical properties. |
starlit gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +13% darkness Blind- +21% Amulets can have magical properties. |
starlit gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +16% light +17% darkness Blind- +47% ---------- misc Infravis +4 Sight +2 See.Invis +10 Amulets can have magical properties. |
stralite amulet0.1 T4 amulet jewelry [Normal] Amulets can have magical properties. |
Bethyyawyn the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +8 Wil dps ---------- Mind.crit +2% ----- def ----- Max.HP +28.00 Disarm- +34% Pinning- +35% Knockbk- +26% ---------- misc Max.psi +10.00 Telepathy Dragon Demon/Major Demon/Minor Rings can have magical properties. |
gladiator's gold ring of clarity0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Mind.save +8 (+2 eff.) Confus- +31% Rings can have magical properties. |
gold ring 'Kindledeath'0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +12% temporal Melee Ret 16 temporal ----- def ----- Resists +9% temporal HP.reg +2.50 Stun/Frz- +38% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 Rings can have magical properties. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings can have magical properties. |
marksman's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% light Acc +4 (+2 eff.) ----- def ----- Resists +22% light Rings can have magical properties. |
mule's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -4% Mind.save +5 (+1 eff.) Confus- +23% ---------- misc Max.enc +22 Rings can have magical properties. |
mule's gold ring of life0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Fatigue -6% Max.HP +55.00 HP.reg +0.90 Heal.mod +13% ---------- misc Max.enc +31 Rings can have magical properties. |
mule's steel ring of corrosion (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Fatigue -5% Resists +22% acid ---------- misc Max.enc +21 Rings can have magical properties. |
pixie's steel ring of clarity0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +20% Rings can have magical properties. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings can have magical properties. |
psionicist's copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +12 (+3 eff.) Confus- +21% Rings can have magical properties. |
psionicist's voratun ring of sensing0.1 T5 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +5 Wil ----- def ----- Mind.save +10 (+3 eff.) Blind- +39% ---------- misc Infravis +4 See.Stealth +17 See.Invis +17 Rings can have magical properties. |
rogue's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +4 (+2 eff.) Resists +22% darkness Rings can have magical properties. |
rogue's stralite ring of sensing0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +7 Cun ----- def ----- Defense +14 (+7 eff.) Blind- +25% ---------- misc Infravis +5 See.Stealth +17 See.Invis +16 Rings can have magical properties. |
savage's gold ring of lightning (+20%) =CON=0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +1 Con dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Spell.save +13 (+4 eff.) ---------- misc Max.stam +19.00 Rings can have magical properties. |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Rings can have magical properties. |
savior's stralite ring of power0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +8 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +9 (+4 eff.) ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +12 (+3 eff.) Rings can have magical properties. |
steel ring of arcana(+0.15/turn) =mana regen=0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +23% ---------- misc Mana/turn +0.15 Rings can have magical properties. |
steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +25.00 Disarm- +25% Pinning- +23% Knockbk- +20% Rings can have magical properties. |
stralite ring 'Ce'Nyyawyn' =Disease=0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +30% blight +17% physical Res.pen +15% blight Melee Ret 16 blight On Hit (Melee): * 20% chance to disease ----- def ----- Resists +6% blight +17% physical +5% arcane Rings can have magical properties. |
stralite ring of perseverance0.1 T4 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.70 Stun/Frz- +32% Rings can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings can have magical properties. |
titan's copper ring of tenacity0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Max.HP +21.00 Disarm- +22% Pinning- +21% Knockbk- +21% Rings can have magical properties. |
titan's stralite ring of aether (+14%) =CON=0.1 T4 ring jewelry [Ego] Arcane/Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +14% arcane ----- def ----- Resists +14% arcane Phys.save +10 (+3 eff.) Rings can have magical properties. |
wizard's steel ring =MAG=0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings can have magical properties. |
wizard's steel ring of clarity0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Mind.save +7 (+2 eff.) Confus- +24% Rings can have magical properties. |
wizard's stralite ring of light (+28%)0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +14% light ----- def ----- Resists +28% light Spell.save +8 (+3 eff.) Rings can have magical properties. |
chilling voratun battleaxe of massacre (73.5-110.25 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Arcane/Master Power 73.5 - 110.3 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +28 cold Massive two-handed battleaxes. |
flaming stralite battleaxe of vileness (40.5-60.75 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane Power 40.5 - 60.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +24 blight On Hit.r1 +10 fire On Hit: * 35% chance to disease Massive two-handed battleaxes. |
Goreborn (38-49.4 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Rare] Master Power 38.0 - 49.4 Physical Uses 45% Str, 50% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +8 nature While equipped: dps ---------- Dmg.mod +9% nature Acc +12 (+4 eff.) Melee Ret 8 nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +12 (+6 eff.) Resists +12% blight +9% nature +12% light +12% darkness Disarm- +26% Sharp, short and deadly. |
balanced voratun dagger of erosion (37-48.1 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Nature/Master Power 37.0 - 48.1 Physical Uses 45% Dex, 50% Mag, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +7 nature +13 temporal While equipped: dps ---------- Acc +11 (+4 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +31% Sharp, short and deadly. |
balanced voratun dagger of vileness (37.5-48.75 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Arcane/Master Power 37.5 - 48.8 Physical Uses 45% Dex, 50% Mag, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +13 blight On Hit: * 12% chance to disease While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +29% Sharp, short and deadly. |
chilling voratun dagger (38-49.4 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Arcane Power 38.0 - 49.4 Physical Uses 45% Dex, 50% Mag, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +17 cold Sharp, short and deadly. |
quick voratun dagger of daylight (38-49.4 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Power 38.0 - 49.4 Physical Uses 45% Dex, 50% Mag, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 111% Melee+ +12 light Against +23% Undead While equipped: Stats +2 Dex dps ---------- Acc +8 (+3 eff.) Sharp, short and deadly. |
Blighted Maul (96-144 power, 22 apr)12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 96.0 - 144.0 Physical Uses 50% Mag, 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 173.16 to 519.48 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 420.03 to 840.06 physical damage (based on Strength) to each. Uses 50 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. |
balanced voratun greatmaul of massacre (80.5-120.75 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego] Master Power 80.5 - 120.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +16 (+6 eff.) ----- def ----- Defense +14 (+7 eff.) Disarm- +45% Massive two-handed mauls. |
flaming voratun greatmaul (67-100.5 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego] Arcane Power 67.0 - 100.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +21 fire Massive two-handed mauls. |
flaming voratun greatmaul of massacre (81-121.5 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego] Arcane/Master Power 81.0 - 121.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed mauls. |
Cloudquell =Diabolical Disabler=4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Random Unique] Nature/Disrupt/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +38 nature On Hit.r1 +2 lightning On Crit.r2 +4 lightning On Hit: * 40% chance to cause random gloom * 70% chance to daze at end of turn On Crit: * silences the target While equipped: Stats +13 Str +5 Dex +5 Mag +3 Wil +5 Cun +2 Con dps ---------- Phys.pwr +17 (+3 eff.) Dmg.mod +3% mind Res.pen +17% lightning +17% nature ----- def ----- Resists +3% lightning Longbows are used to shoot arrows at your foes. |
fungal elven-wood longbow of power4.0 T4 longbow 2H weapon Reqs Shoot [Ego] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: Stats +8 Con dps ---------- Dmg.mod +15% physical Res.pen +23% physical ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 236 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
mighty dragonbone longbow of cold4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +11 cold While equipped: Stats +8 Str dps ---------- Phys.pwr +17 (+3 eff.) Dmg.mod +20% cold Longbows are used to shoot arrows at your foes. |
Blade of Distorted Time (40-56 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 70% Mag, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * inflicts bonus temporal damage and slows target While equipped: dps ---------- Dmg.mod +12% temporal +10% physical Rethread: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 71.83 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Goralatharab the voratun longsword (44.5-62.3 power, 6 apr) =CON=3.0 T5 longsword 1H weapon [Rare] Master Power 44.5 - 62.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Slows global speed by 40% While equipped: Stats +5 Con dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +15 (+7 eff.) Resists +18% blight +9% fire +9% nature +6% acid Spell.save +12 (+4 eff.) Disarm- +50% ---------- misc Light +2 Sharp, long, and deadly. |
Punae's Blade (46-64.4 power, 4 apr)3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 50% Mag, 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. |
Twilight's Edge (47-65.8 power, 7 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 47.0 - 65.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Cun +4 Mag dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
arcing voratun longsword of phasing (42.5-59.5 power, 19 apr)3.0 T5 longsword 1H weapon [Ego] Arcane Power 42.5 - 59.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +5.0% Atk.spd 100% Phasing +36% Melee+ +14 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, long, and deadly. |
chilling stralite mace of massacre (46.5-65.1 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Arcane/Master Power 46.5 - 65.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +14 cold Blunt and deadly. |
horrifying living mindstar of the jelly (16.5-18.15 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature/Psionic Power 16.5 - 18.2 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +7% acid +4% mind +5% darkness Melee Ret 4 mind 9 darkness ---------- 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. |
steady drakeskin leather sling4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: dps ---------- Phys.crit +4.0% Acc +9 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element)5.0 T5 staff 2H weapon [Unique] Unknown Power 30.0 - 36.0 Physical Uses 200% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+11 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
ash vilestaff of blasting (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +13 (+4 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Unleash an elemental blastwave, dealing 63.91 to 76.69 fire damage in a radius 3 around the user Puts all charms on 10 cooldown Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone starstaff of projection (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Ego] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +11.0% Spell.crit +8% Crit.mult +16.00% Spell.pwr +20 (+6 eff.) Dmg.mod +30% temporal ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 10) dealing 79.12 to 94.95 temporal damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood starstaff of might (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +14% Crit.mult +14.00% Spell.pwr +12 (+4 eff.) Dmg.mod +25% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood vilestaff of might (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +17% Crit.mult +14.00% Spell.pwr +12 (+4 eff.) Dmg.mod +25% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen elven-wood magestaff of might (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +12 (+4 eff.) Dmg.mod +25% arcane ----- def ----- Armour +6 Hardiness +8% Phys.save +5 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone magestaff (40-48 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego] Arcane Power 40.0 - 48.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +19 (+6 eff.) Dmg.mod +40% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff of might (26-31.2 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego] Arcane Power 26.0 - 31.2 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +13 (+4 eff.) Dmg.mod +26% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming orichalcum trident (53-84.8 power, 16 apr)3.0 T5 trident 2H weapon [Ego] Arcane Power 53.0 - 84.8 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% On Hit.r1 +24 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident (53.5-85.6 power, 16 apr)3.0 T5 trident 2H weapon [Normal] Power 53.5 - 85.6 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Arota the stralite waraxe (44-61.6 power, 5 apr) =ACID=3.0 T4 waraxe 1H weapon [Rare] Master Power 44.0 - 61.6 Acid Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +20 acid On Hit.r1 +16 acid While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +24% acid ----- def ----- Spell.save +20 (+7 eff.) ---------- misc Max.vim +40.00 One-handed war axes. |
Glinttaint (34.5-48.3 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Nature Power 34.5 - 48.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +50 insidious poison +28 acid On Hit.r1 +12 light +20 acid On Hit: * 40% chance to corrode armour by 30% While equipped: dps ---------- Dmg.mod +15% light Melee Ret 8 light One-handed war axes. |
acidic voratun waraxe of massacre (53.5-74.9 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane/Master Power 53.5 - 74.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +11 acid On Crit: * splashes the target with acid One-handed war axes. |
balanced stralite waraxe of massacre (40-56 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Master Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +13 (+6 eff.) Disarm- +34% One-handed war axes. |
balanced voratun waraxe of daylight (39.5-55.3 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane/Master Power 39.5 - 55.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 light Against +29% Undead While equipped: dps ---------- Acc +11 (+4 eff.) ----- def ----- Defense +11 (+5 eff.) Disarm- +34% One-handed war axes. |
insidious stralite waraxe of erosion (34-47.6 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Nature Power 34.0 - 47.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +38 insidious poison +9 temporal +9 nature One-handed war axes. |
voratun waraxe 'Sootblood' (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +36 acid On Hit: * 20% chance to inflict 15% damage reduction * 20% chance to curse the target On Crit: * splashes the target with acid While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Resists +6% darkness +12% light Mind.save +30 (+8 eff.) One-handed war axes. |
Betilaith the hardened leather belt =CON=1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Str +3 Mag +9 Con dps ---------- Mind.pwr +8 (+4 eff.) ----- def ----- Phys.save +11 (+3 eff.) ---------- misc Light +3 Telepathy Demon/Minor Humanoid/Orc Demon/Major A belt that goes around your waist. |
Ivabeth the hardened leather belt =Will=1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Str +7 Wil +3 Cun dps ---------- Melee Ret 16 temporal ----- def ----- Resists +15% temporal Mind.save +11 (+3 eff.) Max.HP +82.00 ---------- misc Light +3 Infravis +2 A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+6 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. |
blurring drakeskin leather belt of carrying1.0 T5 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +12 (+6 eff.) Fatigue -7% Stealth +12 ---------- misc Max.enc +47 A belt that goes around your waist. |
cleansing drakeskin leather belt of life1.0 T5 belt armor [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +12% acid +14% blight HP.reg +1.40 Heal.mod +26% A belt that goes around your waist. |
noble's hardened leather belt of transcendence1.0 T3 belt armor [Ego+] Master/Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- D.Red.from +29% Summoned Phys.save +8 (+2 eff.) A belt that goes around your waist. |
Velulraldamira (1 def, 0 armour) =CON=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +4 Mag +6 Con ----- def ----- Defense +1 (+0 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal elven-silk cloak of Iron Throne (3 def, 0 armour)2.0 T5 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Str +3 Wil +2 Con ----- def ----- Defense +3 (+1 eff.) Mind.save +11 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the voidstalker (2 def, 7 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +14% temporal +13% darkness +18% cold Def/telep +10 Res/telep +10% Dur/telep +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+6 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+7 eff.) Resists +20% lightning Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
dispeller's elven-silk robe of Angolwen (5 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +13 (+4 eff.) S.pwr/crit +5 ----- def ----- Defense +5 (+2 eff.) Resists +9% lightning +10% darkness +11% blight +10% fire +11% cold +11% light Phys.save +16 (+5 eff.) Spell.save +27 (+9 eff.) Mind.save +16 (+4 eff.) Silence- +41% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of light (+24%) (5 def, 0 armour)2.0 T5 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +16% light ----- def ----- Defense +5 (+2 eff.) Resists +24% light Spell.save +24 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belagana (0 def, 4 armour)3.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +2 Dex +1 Mag +3 Con dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Armour +4 Fatigue -3% Resists +6% lightning +5% temporal Phys.save +10 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) ---------- misc Light +3 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bokolar the Deepspanic (0 def, 4 armour) =CON=3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +9% mind Melee Ret 4 mind ----- def ----- Armour +4 Fatigue +3% Resists +3% darkness +15% mind Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of drakeskin leather boots of tirelessness (0 def, 5 armour)2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +13% fire +10% cold ---------- misc Stam/turn +0.60 Max.stam +31.00 A pair of boots made of leather. |
pair of dwarven-steel boots 'Barkwitch' (0 def, 4 armour)3.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +9% nature Res.pen +15% nature Melee Ret 8 nature On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue -5% Resists +9% fire Max.HP +45.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.50 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Zeruchik' (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +12% temporal +9% cold Spell.save +6 (+2 eff.) Blind- +15% Silence- +20% Knockbk- +20% ---------- misc Stam/turn +0.70 Max.stam +26.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Thunderglamour' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Res.pen +20% acid On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +2% Resists +6% acid +12% lightning Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 87% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of drakeskin leather boots of uncanny dodging (7 def, 5 armour)2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +7 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +0% Phys.save +7 (+2 eff.) ---------- misc Max.enc +45 A pair of boots made of leather. |
traveler's pair of voratun boots of uncanny dodging (10 def, 5 armour)3.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +10 (+5 eff.) Rng.Def +4 (+2 eff.) Fatigue -4% Phys.save +7 (+2 eff.) ---------- misc Max.enc +30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 6 blight Dmg.mod +3% blight ----- def ----- Armour +1 Resists +6% blight Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of dispersion (0 def, 2 armour)1.0 T3 hands armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Melee+ 10 arcane ----- def ----- Armour +2 Resists +6% arcane Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Eternal Night (0 def, 3 armour)2.0 T3 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Demonglamour the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +6 Dex +2 Mag +6 Wil +3 Cun +2 Con dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +4 Fatigue +4% Crit.dmg- 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 41.77 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Windwreath (0 def, 4 armour) =Water=3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Dmg.mod +12% temporal ----- def ----- Armour +4 Fatigue +4% Resists +12% darkness +11% cold +3% nature +10% light Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
dwarven-steel helm 'Blindfury' (0 def, 4 armour) =CON=3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +6 Con dps ---------- Phys.pwr +4 (+0 eff.) On Hit (Melee): * 15% chance to blind ----- def ----- Armour +4 Fatigue +4% Resists +8% lightning +7% temporal +9% cold Knockbk- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating elven-silk wizard hat of fire (+11%) (3 def, 0 armour)2.0 T5 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +16% fire ----- def ----- Defense +3 (+1 eff.) Resists +31% fire +11% cold A pointy cloth hat, very wizardly... |
werebeast's drakeskin leather cap of trickery (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +3 Str +7 Dex +5 Cun +2 Con dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists -31% light HP.reg +7.40 A cap made of leather. |
impenetrable voratun mail armour of stability (5 def, 23 armour)14.0 T5 heavy armor [Ego] Master While equipped: ----- def ----- Armour +23 Defense +5 (+2 eff.) Fatigue +16% Resists +9% physical Phys.save +20 (+6 eff.) A suit of armour made of mail. |
voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Max.HP +100.00 HP.reg +1.70 Heal.mod +21% A suit of armour made of mail. |
Skin of Many (12 def, 6 armour) =CON=9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
drakeskin leather armour of the deep (5 def, 12 armour)9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +12 Defense +5 (+2 eff.) Fatigue +8% Resists +8% acid +14% cold ---------- misc Breathe water A suit of armour made of leather. |
Fire Dragon Shield (16 def, 9 armour, 220 block)7.0 T4 shield armor [Unique] Nature/Master While equipped: dps ---------- Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+8 eff.) Rng.Def +15 (+7 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +5 Block On block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
flaming voratun shield of resilience (12 def, 3 armour, 209 block)7.0 T5 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 7 fire Melee Ret 18 fire ----- def ----- Armour +3 Defense +12 (+6 eff.) Rng.Def +12 (+6 eff.) Fatigue +14% Max.HP +82.00 ---------- misc Talents +5 Block Handheld deflection devices. |
shocking stralite shield of cold resistance (+23%) (10 def, 2 armour, 144 block)7.0 T4 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 8 lightning Melee Ret 11 lightning ----- def ----- Armour +2 Defense +10 (+5 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% Resists +23% cold ---------- misc Talents +4 Block Handheld deflection devices. |
Void Quiver (0/0, 45-63 power, 30 apr) =Unlimited Ammo=3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 70% Dex, 60% Mag, 50% Str Acc+ +0.2% crit / acc Apr +30 Crit +6.0% Capacity 0 On Hit: 10% Spatial Tether 1 On Hit: 5% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
barbed quiver of dragonbone arrows of wind (23/23, 52-72.8 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego] Nature/Master Power 52.0 - 72.8 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 23 Proj.spd +200% Ranged+ +23 bleed On Hit: * 10% chance to create an air burst On Crit: * wounds the target for 7 turns: 21 bleeding, 68% reduced healing Arrows are used with bows to pierce your foes to death. |
blazing quiver of dragonbone arrows of accuracy (20/20, 51.5-72.1 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego] Nature/Master Power 51.5 - 72.1 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit / acc Acc +30 Apr +18 Crit +3.0% Capacity 20 Ranged+ +33 fire On Crit.r2 +15 fire Arrows are used with bows to pierce your foes to death. |
insidious quiver of dragonbone arrows of accuracy (22/22, 53-74.2 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego] Nature/Master Power 53.0 - 74.2 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit / acc Acc +33 Apr +18 Crit +3.0% Capacity 22 Ranged+ +60 insidious poison Arrows are used with bows to pierce your foes to death. |
5 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. |
594 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. |
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. |
10 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. |
3 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. |
7 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. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
Xamida the dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +9 Str +3 Cun +3 Con ----- def ----- Fatigue -6% ---------- misc Infravis +3 Telepathy Dragon While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
4 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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 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. |
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 (66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Manelen'1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +24% blight +5% light +9% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +11% darkness +20% blight Affinity +5% light ---------- misc Light +5 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 41.77 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 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. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
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 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 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 50% 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 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. |
2 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. |
4 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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 (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 456.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
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. |
barbed pouch of voratun shots of accuracy (21/21, 53-63.6 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego] Master Power 53.0 - 63.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.1% dam / acc Acc +20 Apr +6 Crit +7.0% Capacity 21 Ranged+ +16 bleed On Crit: * wounds the target for 7 turns: 21 bleeding, 68% reduced healing Shots are used with slings to pummel your foes to death. |
pouch of voratun shots (22/22, 56-67.2 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Normal] Power 56.0 - 67.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 22 Shots are used with slings to pummel your foes to death. |
tundral pouch of voratun shots of accuracy (20/20, 53-63.6 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego] Nature/Master Power 53.0 - 63.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.1% dam / acc Acc +21 Apr +6 Crit +7.0% Capacity 20 Ranged+ +22 cold On Crit.r2 +11 cold Shots are used with slings to pummel your foes to death. |
Crackleoozer [power 87] (20 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +15% lightning Melee Ret 12 lightning ----- def ----- Resists +12% darkness +12% lightning Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 87 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
Poriyamira [power 69] (20 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +10% mind ----- def ----- Resists +12% blight +12% cold +9% darkness Spell.save +10 (+3 eff.) Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 69 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (10 cooldown)2.0 T2 torque charm [Ego] Psionic Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
stralite torque of psychoportation [power 49] (30 cooldown)2.0 T4 torque charm [Ego] Psionic Teleport randomly (rad 49) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of charged psionic shield [power 37] (23 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 37 for 7 turns Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+4 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 35 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
elven-wood totem of thorny skin [power 60] (20 cooldown)2.0 T4 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 60 and armour hardiness by 60% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
6 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. |
Hanygontir the ash wand of clairvoyance [power 10] (6 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +5% physical Apr +5 ----- def ----- Armour +4 ---------- misc Talents +1 Void Blast +2 Volcano Cooldown Volcano -2 Reveal the area around you, dispelling darkness (radius 10, power 70 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void elven-wood wand of clairvoyance [power 12] (6 cooldown)2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +3 Void Blast Reveal the area around you, dispelling darkness (radius 12, power 72 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 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. |
2 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. |
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. |
11 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 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. |
7 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. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Mad Deamon the Cornac Reaver level 31
20th Regrowth 123rd year of Ascendancy at 11:14 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Mad Deamon the Cornac Reaver level 30
13rd Regrowth 123rd year of Ascendancy at 05:45 see stats
Anti-Antimagic! (Nightmare (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Mad Deamon the Cornac Reaver level 24
6th Allure 123rd year of Ascendancy at 18:47 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Mad Deamon the Cornac Reaver level 38
10th Pyre 123rd year of Ascendancy at 01:54 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Mad Deamon the Cornac Reaver level 40
56th Pyre 123rd year of Ascendancy at 10:17 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Mad Deamon the Cornac Reaver level 36
5th Pyre 123rd year of Ascendancy at 06:37 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Mad Deamon the Cornac Reaver level 24
1st Allure 123rd year of Ascendancy at 17:56 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mad Deamon the Cornac Reaver level 10
8th Mirth 122nd year of Ascendancy at 15:54 see stats
Destroyer of the creation (Nightmare (Roguelike) difficulty)
Killed Slasul.By Mad Deamon the Cornac Reaver level 39
52nd Pyre 123rd year of Ascendancy at 16:57 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Mad Deamon the Cornac Reaver level 35
76th Regrowth 123rd year of Ascendancy at 10:57 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Mad Deamon the Cornac Reaver level 27
8th Regrowth 123rd year of Ascendancy at 04:16 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Mad Deamon the Cornac Reaver level 19
31st Haze 122nd year of Ascendancy at 05:47 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mad Deamon the Cornac Reaver level 32
39th Regrowth 123rd year of Ascendancy at 00:32 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mad Deamon the Cornac Reaver level 32
34th Regrowth 123rd year of Ascendancy at 12:19 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Mad Deamon the Cornac Reaver level 10
8th Mirth 122nd year of Ascendancy at 15:52 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Mad Deamon the Cornac Reaver level 20
31st Haze 122nd year of Ascendancy at 20:05 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Mad Deamon the Cornac Reaver level 30
12nd Regrowth 123rd year of Ascendancy at 12:10 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Mad Deamon the Cornac Reaver level 40
55th Pyre 123rd year of Ascendancy at 10:41 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Mad Deamon the Cornac Reaver level 12
9th Dusk 122nd year of Ascendancy at 06:12 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Mad Deamon the Cornac Reaver level 31
19th Regrowth 123rd year of Ascendancy at 13:26 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Mad Deamon the Cornac Reaver level 30
14th Regrowth 123rd year of Ascendancy at 17:13 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Mad Deamon the Cornac Reaver level 36
1st Pyre 123rd year of Ascendancy at 16:18 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Mad Deamon the Cornac Reaver level 12
3rd Dusk 122nd year of Ascendancy at 05:27 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Mad Deamon the Cornac Reaver level 11
1st Dusk 122nd year of Ascendancy at 03:48 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Mad Deamon the Cornac Reaver level 22
10th Decay 122nd year of Ascendancy at 08:03 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Mad Deamon the Cornac Reaver level 15
78th Dusk 122nd year of Ascendancy at 09:39 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mad Deamon the Cornac Reaver level 29
11st Regrowth 123rd year of Ascendancy at 13:49 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mad Deamon the Cornac Reaver level 20
33rd Haze 122nd year of Ascendancy at 11:11 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Mad Deamon the Cornac Reaver level 41
61st Pyre 123rd year of Ascendancy at 09:07 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Mad Deamon the Cornac Reaver level 29
11st Regrowth 123rd year of Ascendancy at 22:14 see stats
Log
Mad Deamon uses Infusion: Wild.
Mad Deamon is no longer poisoned.
Mad Deamon is cured!
Mad Deamon lessens the pain.
Mad Deamon uses Infusion: Regeneration.
Mad Deamon starts regenerating health quickly.
Orc cryomancer casts Freeze.
Orc cryomancer is encased in ice!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 66.
Orc cryomancer roars triumphantly.
Saving game...
Orc cryomancer is free from the ice.
Orc cryomancer hits Mad Deamon for 198 cold damage.
Mad Deamon the level 41 cornac reaver was frozen to death by an orc cryomancer on level 1 of Vor Pride.
Orc cryomancer killed Mad Deamon!
Saving done.
The Blood of Life rushes through your dead body. You come back to life!
Mad Deamon deactivates Elemental Discord.
Mad Deamon deactivates Ruin.
Mad Deamon is free from the epidemic.
Mad Deamon deactivates Blood Vengeance.
Mad Deamon deactivates Bone Shield.
Mad Deamon deactivates Willful Tormenter.
Mad Deamon feels pain again.
Mad Deamon stops regenerating health quickly.
Mad Deamon deactivates Premonition.
Mad Deamon deactivates Infestation.
Mad Deamon deactivates Overkill.
The protective shield of Mad Deamon disappears.
Personal New Achievement: Unstoppable (Nightmare (Roguelike) difficulty)!



































































































































































