










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 50 / 2384% |
| Size | huge |
| Lifes / Deaths | Killed by Atamathon the Giant Golem at level 50 on the 45th Dearth 126th year of Ascendancy at 03:02 4 / 3Killed by Atamathon the Giant Golem at level 50 on the 45th Dearth 126th year of Ascendancy at 04:33 Killed by Atamathon the Giant Golem at level 50 on the 45th Dearth 126th year of Ascendancy at 05:02 |
| Antimagic | Follower |
Primary Stats
| Strength | 155 (base 62) |
| Dexterity | 111 (base 60) |
| Constitution | 106 (base 59) |
| Magic | 28 (base 15) |
| Willpower | 90 (base 35) |
| Cunning | 69 (base 9) |
Resources
| Life | 2342/2342 |
| Stamina | 468/468 |
| Equilibrium | 30 |
| Healing Factor | 1.521785442006 |
| Regeneration | 24.907442016836 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 7 |
| See Stealth | 55.594739025712 |
| See Invisible | 72.594739025712 |
Offense: Mainhand
| Damage | 223 |
| Accuracy | 99 |
| Crit Chance | 87% |
| APR | 44 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6.75 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +22% |
| Temporal | +25% |
| Physical | +22% |
| Arcane | +13% |
| Fire | +16% |
| All | +7% |
Offense: Damage Penetration
| Darkness | +49% |
| Physical | +66% |
| Blight | +54% |
| Arcane | +49% |
| Fire | +59% |
| All | +34% |
Defense: Base
| Armour (hardiness) | 143.60437397899 (96.438666929426%) |
| Defense | 75 |
| Ranged Defense | 75 |
| Fatigue | 0 |
| Physical Save | 98 |
| Spell Save | 100 |
| Mental Save | 79 |
Defense: Resistances
| Acid | + 66%( 70%) |
| Blight | + 67%( 70%) |
| Arcane | + 42%( 70%) |
| Cold | + 45%( 70%) |
| All | + 22%( 70%) |
| Physical | + 32%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 27%( 70%) |
| Mind | + 42%( 70%) |
| Darkness | + 38%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 61%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 33% |
| Blind Resistance | 46% |
| Disarm Resistance | 37% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 41% for 3 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 730% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 734 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 262 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 2/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.10 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
| talent | Precise Strikes |
| talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by skeleton magus. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the injured seer from death by Ivadatira the mountain troll. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by Layurawyn the giant lightning ant. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Mandrram the uruivellas. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved spell save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved spell save by +12. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the repented thief from death by Gliwen the skeleton warrior. Escort: repented thief (level 2 of Dreadfell) | failed |
You failed to protect the repented thief from death by Emigatha the patchwork troll. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed skeleton mage skull. * You've found the needed pouch of luminous horror dust. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed ice wyrm tooth. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed storm wyrm claw. * You've found the needed vial of elder vampire blood. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Firelash the pair of drakeskin leather boots (10 def, 5 armour)2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +2 Str +8 Dex +12 Wil +11 Cun +15 Lck dps ---------- Phys.crit +3.0% Crit.mult +20.00% Dmg.mod +6% physical ----- def ----- Armour +5 Defense +10 (+2 eff.) Resists +15% fire Phys.save +30 (+5 eff.) Spell.save +29 (+5 eff.) Mind.save +29 (+6 eff.) Stealth +15 ---------- misc Max.stam +40.00 A pair of boots made of leather. |
| Light source | Bleakprophet the dwarven lantern1.0 T5 lite [Random Unique] Master/Psionic While equipped: dps ---------- Res.pen +20% blight +10% fire +15% darkness +12% all Apr +15 Melee Ret 6 blight On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Defense +15 (+4 eff.) Resists +12% fire Phys.save +19 (+3 eff.) Spell.save +14 (+2 eff.) Mind.save +12 (+3 eff.) Blind- +46% Confus- +19% ---------- misc Light +13 See.Stealth +17 See.Invis +25 Track: Puts all charms on 34 cooldown Level 4.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Ragyhor (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +23 Str +16 Dex +8 Wil +10 Cun +9 Con dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +6% arcane +3% acid Res.pen +15% arcane ----- def ----- Armour +5 Fatigue +5% Resists +9% acid +13% physical Phys.save +14 (+2 eff.) Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1937.0 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Byruiran the Blindsorrow (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +2 Fatigue +3% Resists +12% acid +5% arcane +15% lightning Phys.save +19 (+3 eff.) Spell.save +5 (+1 eff.) Mind.save +7 (+2 eff.) Disarm- +37% ---------- misc Psi/ret +0.20 Max.psi +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 2.6 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 61% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+3 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 43 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | voratun turquoise ring0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +10 Cun +8 Dex dps ---------- Melee+ 19 physical Ranged+ 15 physical Res.pen +10% all Acc +24 (+4 eff.) On Hit (Melee): * 15% chance to reduce all saves and defense by 33 On Hit (Ranged): * 15% chance to reduce all saves and defense by 33 ---------- misc Hate/m.crit +2.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.9 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
| On fingers | Velileralaith the stralite ring0.1 T4 ring jewelry [Random Unique] Master While equipped: Stats +2 Str +2 Wil +4 Con dps ---------- Mov.spd +20% Res.pen +20% physical Acc +11 (+2 eff.) ----- def ----- Defense +36 (+8 eff.) Spell.save +16 (+2 eff.) HP.reg +5.00 Stun/Frz- +67% ---------- misc Psi/ret +0.08 Max.stam +31.00 Blinding Speed: Puts all charms on 34 cooldown Level 5.2 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings make your fingers look great! |
| Around neck | Firebreak the stralite amulet0.1 T4 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +13 Lck dps ---------- Mind.crit +6% Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +9% fire +9% physical Res.pen +15% fire Acc +12 (+2 eff.) ----- def ----- Defense +13 (+3 eff.) Resists +23% nature +18% blight Unseen.red 15% Poison- +33% Disease- +35% Amulets make your neck look great! |
| In main hand | Tublek (53-74 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Master Power 53.0 - 74.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +12% physical +12% all Acc +38 (+6 eff.) Apr +23 ----- def ----- Resists +6% fire Crit.chn- 5.00% Spell.save +3 (+0 eff.) Pinning- +20% One-handed war axes. |
| Around waist | drakeskin leather belt 'Haryhell'1.0 T5 belt armor [Random Unique] Master While equipped: Stats +1 Str +10 Dex +3 Mag +6 Wil +10 Cun +9 Lck dps ---------- Phys.crit +11.0% Mind.crit +12% Phys.pwr +9 (+2 eff.) Dmg.mod +9% temporal ----- def ----- Resists +6% temporal Spell.save +12 (+2 eff.) Stealth +15 ---------- misc T.Disarm +30 Infravis +3 Size +1 A belt that goes around your waist. |
| In off hand | Toxinlace (0 def, 10 armour, 68-81 power, 193.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Disrupt/Master When used to Attack: Power 67.5 - 81.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +194 On Hit.r1 +12 nature While equipped: Stats +1 Mag +2 Cun +8 Con dps ---------- Melee+ 22 acid 24 nature On shield block: * Cause enemies within radius 6 to bleed for 318 physical damage over 5 turns (1/turn) On Hit (Melee): * 17 arcane resource burn On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +10 Fatigue +8% Resists +20% acid +30% cold +27% nature ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Nerossra the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: Stats +3 Wil +11 Con dps ---------- Phys.pwr +32 (+7 eff.) Acc +25 (+4 eff.) ----- def ----- Defense +3 (+1 eff.) Crit.chn- 15.80% Phys.save +13 (+2 eff.) Mind.save +13 (+3 eff.) Die.at -50.00 life ---------- misc Max.stam +30.00 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+4 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+3 eff.) Mind.save +25 (+5 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 13 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 14 Armour, 21 Defense and your attacks will gain 27% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
heroism infusion of the warrior (die at -799; dur 7; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -799 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 799 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler)0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +21% Amulets make your neck look great! |
starlit copper amulet of murder0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +12.00% Acc +6 (+1 eff.) Apr +12 ----- def ----- Resists +11% light +13% darkness Blind- +23% Amulets make your neck look great! |
Chargeenvy the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Str +2 Dex dps ---------- Dmg.mod +30% lightning ----- def ----- Crit.chn- 15.00% Phys.save +14 (+2 eff.) Spell.save +14 (+2 eff.) Mind.save +16 (+4 eff.) ---------- misc Infravis +2 See.Invis +6 Amulets make your neck look great! |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+3 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.2 Pwr.cost 9 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 452.84 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Duathelrot the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% darkness Res.pen +5% darkness Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Phys.save +6 (+1 eff.) Rings make your fingers look great! |
Velissra the Firetorrent0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% acid ----- def ----- Armour +4 Defense +5 (+1 eff.) Resists +6% nature +6% fire Mind.save +6 (+2 eff.) Disease- +10% Silence- +20% Confus- +22% Rings make your fingers look great! |
treant's copper ring0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +5% blight Poison- +12% Disease- +11% Rings make your fingers look great! |
Elokira0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +20 (+4 eff.) Acc +29 (+5 eff.) Apr +12 Melee Ret 6 arcane ----- def ----- Defense +9 (+2 eff.) Die.at -80.00 life Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Nelen0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Str +2 Dex dps ---------- Dmg.mod +24% acid Acc +15 (+2 eff.) Melee Ret 8 physical ----- def ----- Resists +24% acid ---------- misc Max.stam +30.00 Rings make your fingers look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +3 Str +4 Mag +7 Wil dps ---------- Res.pen +10% temporal ----- def ----- Spell.save +8 (+1 eff.) Max.HP +32.00 HP.reg +2.00 Disarm- +22% Pinning- +26% Stun/Frz- +28% Knockbk- +24% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
steel ring 'Tempestwish'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +18% fire Res.pen +10% lightning ----- def ----- Resists +1% physical +24% fire +5% arcane +6% darkness Mind.save +9 (+2 eff.) Cut- +20% Stun/Frz- +20% Rings make your fingers look great! |
gold quartz ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +13 (+2 eff.) Stun/Frz- +30% ---------- misc Max.stam +15.00 Rings make your fingers look great! |
Lightblast0.1 T4 ring jewelry [Rare] Master While equipped: Stats +11 Str +12 Dex +4 Wil +8 Cun dps ---------- Dmg.mod +6% light Res.pen +25% light Acc +8 (+1 eff.) ----- def ----- Crit.chn- 15.52% ---------- misc Light +3 Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Aretta the voratun ring0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +32% mind Res.pen +15% physical ----- def ----- Armour +17 Resists +18% acid Max.HP +40.00 Blind- +47% Pinning- +20% ---------- misc Stam/turn +3.16 Infravis +6 See.Stealth +14 See.Invis +21 Rings make your fingers look great! |
Neriba the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +22 Str +3 Dex +21 Con dps ---------- Phys.crit +2.0% Crit.mult +20.00% Phys.pwr +28 (+6 eff.) Res.pen +10% acid ----- def ----- Resists +15% blight +6% fire +15% nature +6% acid Poison- +30% Disease- +30% Rings make your fingers look great! |
painweaver's voratun ring0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +19 (+4 eff.) Spell.pwr +16 (+2 eff.) Mind.pwr +17 (+5 eff.) Dmg.mod +6% all Rings make your fingers look great! |
voratun turquoise ring0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +10 (+1 eff.) Mind.pwr +14 (+4 eff.) Dmg.mod +6% all Res.pen +10% all Acc +10 (+2 eff.) Rings make your fingers look great! |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+2 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+5 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Galesquall the dragonbone starstaff (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +30 (+4 eff.) Dmg.mod +30% light +12% lightning Res.pen +17% lightning Melee Ret 4 lightning ----- def ----- Resists +21% lightning Phys.save +21 (+4 eff.) Poison- +23% Pinning- +23% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, lightning element)5.0 T5 staff 2H weapon Reqs Mag 48 [Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +25% Spell.pwr +40 (+4 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
magelord's dragonbone starstaff of power (30-36 power, 6 apr, physical element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +14.0% Spell.crit +5% Spell.pwr +39 (+4 eff.) Melee+ 39 arcane Dmg.mod +30% physical ---------- misc Max.mana +65.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+1 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
blazebringer's stralite battleaxe of massacre (60-91 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Nature/Master Power 60.5 - 90.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +80 fire While equipped: dps ---------- All.spd +11% Res.pen +19% fire Massive two-handed battleaxes. |
truestriking stralite greatmaul of ruin (54-82 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego++] Master Power 54.5 - 81.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +19.0% Crit.mult +37.00% Res.pen +13% physical Acc +17 (+3 eff.) Apr +34 Massive two-handed mauls. |
quick stralite greatsword of evisceration (50-81 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Master Power 50.5 - 80.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 318 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Dex dps ---------- Phys.crit +17.0% Phys.pwr +13 (+3 eff.) Phys.spd +10% Acc +30 (+5 eff.) Massive two-handed swords. |
Dusktyphoon the iron longsword (13-18 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Disrupt Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +4 mind On Hit: * 20% chance to reduce all saves and defense by 33 While equipped: dps ---------- Dmg.mod +3% mind Res.pen +10% darkness Melee Ret 4 darkness On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +8% acid +8% cold +9% lightning +8% fire +3% mind +3% all Spell.save +6 (+1 eff.) Sharp, long, and deadly. |
acidic iron longsword (12-18 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, long, and deadly. |
iron longsword (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
Perseverance (31-43 power, 9 apr)3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+3 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Sepsislord (24-33 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +12 nature On Hit: * 20% chance to slow global speed by 61% * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Phys.crit +14.0% Crit.mult +36.00% Res.pen +10% nature +5% acid Apr +16 Sharp, long, and deadly. |
Belogorn (56-78 power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Master/Psionic Power 56.0 - 78.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +13 mind On Hit: * 20% chance to reduce armor by 12% * 19% chance to reduce all saves and defense by 33 While equipped: Stats +4 Cun +5 Wil dps ---------- Dmg.mod +9% acid ----- def ----- Resists +12% lightning +3% cold Sharp, long, and deadly. |
Tempestvortex (36-50 power, 5 apr)3.0 T4 longsword 1H weapon [Rare] Arcane Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +9 cold On Hit.r1 +12 arcane While equipped: Stats +10 Cun dps ---------- Mind.crit +6% Mind.pwr +15 (+4 eff.) Dmg.mod +12% arcane +24% mind Res.pen +20% arcane ----- def ----- Resists +12% lightning Sharp, long, and deadly. |
Dawn's Blade (50-70 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Light Uses 25% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+1 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 159.82 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 30 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Tempestbore (43-60 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 lightning +15 nature +4 arcane On Hit.r1 +12 lightning On Crit: * Wound the target dealing 318 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +10 Str +12 Dex +11 Mag +13 Wil +13 Cun +7 Con dps ---------- Phys.crit +12.0% Phys.pwr +13 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Resists +5% arcane Sharp, long, and deadly. |
voratun longsword of ruin (43-60 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Master Power 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Crit.mult +31.00% Apr +13 Sharp, long, and deadly. |
Nodrabers the Fogclamor (13-18 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Disrupt Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 33 ----- def ----- Resists +8% acid +3% darkness +7% lightning +7% fire +7% cold +2% all Spell.save +6 (+1 eff.) Blunt and deadly. |
Dedication (31-43 power, 6 apr)3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Cun, 90% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
dwarven-steel mace 'Gavea' (29-41 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Psionic Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 darkness Against +7% Living While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +9% physical Acc +20 (+3 eff.) ----- def ----- Resists +6% acid +3% physical +3% mind +6% darkness Blunt and deadly. |
Gorigoledig the Noonpanic (34-48 power, 5 apr)3.0 T4 mace 1H weapon [Rare] Nature Power 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Str +18 Wil +17 Con dps ---------- Mind.pwr +30 (+8 eff.) Res.pen +15% light Melee Ret 4 mind ----- def ----- Max.HP +56.00 ---------- misc Equi/ret +0.12 Blunt and deadly. |
Goralathastir the Cracklejeer (44-62 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Master Power 44.0 - 61.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +6 Str dps ---------- Mind.crit +1% Crit.mult +15.00% Dmg.mod +10% physical Res.pen +20% lightning +13% physical Acc +34 (+6 eff.) Apr +13 Melee Ret 4 lightning ---------- misc Max.psi +40.00 One-handed war axes. |
Singegasher the stralite waraxe (46-64 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 45.5 - 63.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +20 fire While equipped: dps ---------- Res.pen +10% arcane +20% fire Phasing +30% ---------- misc Mana/turn +0.16 One-handed war axes. |
enhanced stralite waraxe of persecution (30-43 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Nature/Disrupt Power 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Against +15% Unnatural While equipped: Stats +9 Str +8 Dex +11 Mag +15 Wil +11 Cun +8 Con One-handed war axes. |
stralite waraxe 'Blackhunger' (32-45 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Master Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +12 darkness On Hit: * 10% chance to reduce damage dealt by 27% While equipped: Stats +2 Str +1 Dex dps ---------- Phys.crit +10.0% Crit.mult +34.00% Phys.spd +10% Res.pen +9% physical Acc +31 (+5 eff.) Apr +22 One-handed war axes. |
Razorblade, the Cursed Waraxe (38-53 power, 16 apr)3.0 T5 waraxe 1H weapon [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+7 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Spiderwaker the voratun waraxe (54-75 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Master/Psionic Power 53.5 - 74.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 nature +8 arcane +8 darkness On Hit.r1 +16 nature On Crit.r2 +12 arcane On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +12% nature Res.pen +12% physical Acc +17 (+3 eff.) Apr +13 One-handed war axes. |
enhanced voratun waraxe of erosion (42-58 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Nature Power 41.5 - 58.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 nature While equipped: Stats +13 Str +13 Dex +10 Mag +13 Wil +10 Cun +9 Con One-handed war axes. |
warbringer's iron dagger of erosion (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Nature/Master Power 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 nature While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +13% Sharp, short and deadly. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+3 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
plaguebringer's stralite dagger of massacre (40-53 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Arcane/Master Power 40.5 - 52.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +17 blight On Hit: 20% Epidemic 4 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +30% Sharp, short and deadly. |
Isuwen the Bolttreason (42-54 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Master Power 41.5 - 54.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +4 physical While equipped: Stats +3 Str dps ---------- Dmg.mod +12% mind +6% physical Res.pen +15% physical +15% all Acc +57 (+9 eff.) Apr +30 ----- def ----- Defense +24 (+6 eff.) Resists +6% lightning +1% physical Disarm- +43% Sharp, short and deadly. |
pulsing mindstar 'Blazerock' (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +12 light While equipped: Stats +7 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Res.pen +25% light ----- def ----- Resists +6% physical +27% fire +17% temporal Phys.save +9 (+2 eff.) Spell.save +7 (+1 eff.) Mind.save +9 (+2 eff.) Max.HP +60.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Duathelsaw the living mindstar (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 lightning +23 arcane +23 darkness On Hit: * 23% chance to reduce damage dealt by 27% While equipped: Stats +8 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +9% arcane +27% darkness Res.pen +29% darkness On Hit (Melee): * 23% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +12% lightning Spell.save +9 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cyrotha the elven-wood longbow4.0 T4 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +15 Dex dps ---------- Phys.crit +12.0% Crit.mult +23.24% Dmg.mod +18% physical Acc +20 (+3 eff.) ----- def ----- Crit.chn- 17.43% Die.at -60.00 life Longbows are used to shoot arrows at your foes. |
voratun steamgun of recursion4.0 T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
warden's voratun steamgun4.0 T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +6 Mag dps ---------- Dmg.mod +10% temporal +15% physical Res.pen +6% temporal +12% physical ---------- misc Reload +5 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed pouch of stralite shots of accuracy (9/21, 54-64 power, 5 apr)3.0 T4 shot ammo [Ego+] Master Power 53.5 - 64.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +16 Apr +5 Crit +14.5% Capacity 21 On Crit: * Wound the target dealing 318 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+5 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
living stralite shield of shrapnel (0 def, 8 armour, 42-51 power, 136 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 42.5 - 51.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +136 Melee+ +14 nature While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 318 physical damage over 5 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +14% nature +14% blight Max.HP +62.00 ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield 'Woehunt' (0 def, 30 armour, 48-58 power, 239 block)7.0 T4 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 48.5 - 58.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +239 While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +30 Fatigue +8% Crit.chn- 15.66% Spell.save +19 (+3 eff.) Disease- +21% Knockbk- +20% Teleport- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
Cuthustir the Shadowwend (0 def, 10 armour, 68-81 power, 191 block)7.0 T5 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 67.5 - 81.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +191 On Hit: * 26% chance to reduce armor by 12% While equipped: Stats +6 Str +5 Dex +6 Con dps ---------- Melee+ 8 acid Dmg.mod +24% darkness Res.pen +15% acid Melee Ret 12 acid On Hit (Melee): * 21% chance to reduce armor by 12% ----- def ----- Armour +10 Fatigue +8% Crit.chn- 15.00% ---------- misc Talents +1 Block Handheld deflection devices. |
acidic voratun shield of shrapnel (0 def, 10 armour, 62-75 power, 193.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 62.5 - 75.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +194 On Hit: * 21% chance to reduce armor by 12% While equipped: dps ---------- Melee+ 10 acid On shield block: * Cause enemies within radius 6 to bleed for 318 physical damage over 5 turns (1/turn) Melee Ret 21 acid ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
coruscating voratun shield (0 def, 10 armour, 68-82 power, 189.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 68.5 - 82.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +190 Melee+ +18 fire While equipped: Stats +5 Str dps ---------- Melee Ret 25 fire ----- def ----- Armour +10 Fatigue +8% Resists +18% fire ---------- misc Talents +1 Block Handheld deflection devices. |
living voratun shield of shrapnel (0 def, 10 armour, 64-77 power, 201 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 64.0 - 76.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +201 Melee+ +17 nature While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 318 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +16% nature +14% blight Max.HP +46.00 ---------- misc Talents +1 Block Handheld deflection devices. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings of darkness (+31%) (5 def, 2 armour)6.0 T4 mummy armor [Ego] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +9 (+1 eff.) Dmg.mod +15% cold +15% arcane +36% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists +31% darkness -25% fire Decaying mummy wrappings. |
linen robe of Angolwen (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +8 (+1 eff.) S.pwr/crit +3 ----- def ----- Resists +7% all Silence- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+4 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
tormentor's elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +7 Cun dps ---------- Crit.mult +18.00% Spell.pwr +18 (+2 eff.) Dmg.mod +11% all ----- def ----- Resists +15% all ---------- misc Hate/m.crit +4.00 Psi/m.crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hyrain the Sunbender (20 def, 8 armour)9.0 T5 light armor [Rare] Arcane While equipped: Stats +7 Str +7 Dex dps ---------- Dmg.mod +18% fire +9% physical Res.pen +25% physical ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +15% arcane +6% physical Spell.save +25 (+4 eff.) ---------- misc Max.stam +34.86 A suit of armour made of leather. |
drakeskin leather armour of the deep (20 def, 13 armour)9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +13 Defense +20 (+5 eff.) Fatigue +8% Resists +13% acid +11% cold ---------- misc Breathe water A suit of armour made of leather. |
prismatic drakeskin leather armour of thunder (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane While equipped: Stats +5 Str +9 Mag +5 Wil dps ---------- Phys.crit +9.0% Spell.crit +9% Mind.crit +6% Phys.pwr +23 (+5 eff.) Spell.pwr +19 (+2 eff.) Mind.pwr +19 (+5 eff.) ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +17% lightning +16% light +18% darkness A suit of armour made of leather. |
enlightening stralite mail armour of the deep (4 def, 12 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +8 Cun +7 Wil ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +12% Resists +13% acid +11% cold Mind.save +22 (+5 eff.) ---------- misc Breathe water A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 43 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 39.23 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
impenetrable voratun mail armour of implacability (5 def, 27 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +27 Defense +5 (+1 eff.) Fatigue +2% Phys.save +14 (+2 eff.) A suit of armour made of mail. |
Budin the stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +8 Str ----- def ----- Armour +13 Fatigue +22% Resists +18% acid +15% physical +14% darkness +9% blight +37% cold +12% lightning +12% fire Disarm- +24% Pinning- +20% Stun/Frz- +29% Knockbk- +31% ---------- misc Light +1 Cooldown Rush -5 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cuirass of the Thronesmen (20 def, 32 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+5 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+7 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
prismatic voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego] Arcane While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +20% light +17% darkness A suit of armour made of metal plates. |
Tulurak the Shocksin1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +6% acid ----- def ----- Resists +5% lightning +9% temporal Mind.save +9 (+2 eff.) Die.at -60.00 life Heal.mod +5% A belt that goes around your waist. |
Woeenvy the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% nature +3% darkness Die.at -20.00 life Max.HP +30.00 Knockbk- +10% A belt that goes around your waist. |
insulating hardened leather belt of unlife1.0 T3 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +8% blight +8% cold +11% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
monstrous hardened leather belt of burglary1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +5 Dex +5 Cun +4 Con +7 Lck dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Phys.save +6 (+1 eff.) Stealth +11 ---------- misc T.Disarm +14 Infravis +5 Size +1 A belt that goes around your waist. |
skylord's hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature While equipped: Stats +4 Str +5 Dex +4 Wil +4 Cun +3 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Phys.save +14 (+2 eff.) Spell.save +16 (+2 eff.) Mind.save +23 (+5 eff.) A belt that goes around your waist. |
skylord's drakeskin leather belt of recklessness1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +4 Dex +6 Wil +5 Cun dps ---------- Phys.crit +5.0% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) ----- def ----- Phys.save +15 (+3 eff.) Spell.save +14 (+2 eff.) Mind.save +14 (+3 eff.) A belt that goes around your waist. |
Durikan (1 def, 2 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Str +2 Dex ----- def ----- Armour +2 Defense +1 (+0 eff.) Crit.chn- 5.00% Max.HP +30.00 Heal.mod +5% Poison- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layygath the Glimmercutter (1 def, 4 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +1 (+0 eff.) Resists +6% light +3% temporal Spell.save +3 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Defense +2 (+0 eff.) Resists +13% nature +15% blight HP.reg +5.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 9 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 56 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Dourworth the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% darkness +12% fire Res.pen +25% arcane +25% fire Acc +35 (+6 eff.) Melee Ret 8 darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+1 eff.) Fatigue -8% Resists +9% temporal Max.HP +79.00 ---------- misc Max.stam +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shadowglean the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Dmg.mod +21% darkness +9% cold Res.pen +20% lightning +25% cold Melee Ret 8 darkness 8 lightning ----- def ----- Defense +3 (+1 eff.) Resists +12% lightning +24% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tarain the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: Stats +9 Con dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +9% mind On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Defense +3 (+1 eff.) Mind.save +19 (+4 eff.) Max.HP +51.00 ---------- misc Max.hate +10.00 See.Invis +18 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Infravis +2 A pair of boots made of leather. |
Gimnir the Tidecut (0 def, 7 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +4 Cun +2 Con dps ---------- Dmg.mod +12% cold ----- def ----- Armour +7 Phys.save +10 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +7 (+2 eff.) Die.at -80.00 life ---------- misc Max.stam +30.00 A pair of boots made of leather. |
Islowyn (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +8 Dex +10 Lck +4 Con dps ---------- Phys.crit +2.0% Phys.pwr +5 (+1 eff.) Mov.spd +10% Apr +2 ----- def ----- Armour +3 Fatigue -8% Stealth +11 Max.HP +42.00 HP.reg +6.00 Heal.mod +16% ---------- misc Stam/turn +0.60 Max.stam +30.00 A pair of boots made of leather. |
Galewolf (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +15 Lck +8 Dex dps ---------- Res.pen +10% mind +10% lightning Melee Ret 4 lightning ----- def ----- Armour +5 Resists +15% lightning +12% temporal +15% darkness +6% nature +9% light Stealth +15 A pair of boots made of leather. |
Neredhera the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Wil dps ---------- Phys.crit +12.0% Mind.crit +8% Phys.pwr +6 (+2 eff.) Dmg.mod +9% mind Res.pen +20% physical Apr +11 ----- def ----- Armour +5 ---------- misc Equi/ret +0.16 A pair of boots made of leather. |
Amineg the Aircrypt (10 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Apr +1 Melee Ret 2 lightning ----- def ----- Armour +3 Defense +10 (+2 eff.) Fatigue -2% Phys.save +6 (+1 eff.) ---------- misc Max.enc +22 Max.stam +30.00 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 'Xeroleba' (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex dps ---------- Res.pen +20% physical ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +2% Resists +6% lightning +5% temporal +1% physical Spell.save +3 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scorpionhunger the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +4 Mag +5 Con dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Dmg.mod +18% nature Apr +13 On Hit (Melee): * 21% chance to slow global speed by 61% ----- def ----- Armour +5 Fatigue +4% Resists +15% darkness ---------- misc Infravis +3 See.Invis +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Normal] While equipped: ----- def ----- Armour +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Artherolin the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Resists +3% mind +3% cold Crit.chn- 5.00% Phys.save +6 (+1 eff.) Spell.save +9 (+1 eff.) Mind.save +3 (+1 eff.) HP.reg +2.00 Cut- +10% A pointy cloth hat, very wizardly... |
cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
Umbraborn the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +6% Spell.pwr +10 (+1 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +9% blight Res.pen +15% darkness On Hit (Melee): * 23% chance to reduce damage dealt by 27% ----- def ----- Defense +3 (+1 eff.) Resists +18% blight Shield.pwr +15% HP.reg +4.80 ---------- misc Mana/turn +3.00 Psi/turn +0.40 Mana/ret +2.50 Max.mana +110.00 Manaflow: Puts all charms on 34 cooldown Level 1.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 7 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Normal] While equipped: ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Brandstoker' (3 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +6 Str +6 Dex +4 Mag +4 Con dps ---------- Phys.crit +4.0% Phys.pwr +25 (+5 eff.) Spell.pwr +30 (+4 eff.) Dmg.mod +20% acid Res.pen +29% arcane +29% fire ----- def ----- Defense +3 (+1 eff.) Resists +30% acid ---------- misc Vim/s.crit +2.32 A pointy cloth hat, very wizardly... |
miner's rough leather cap (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
Crown of Eternal Night (0 def, 3 armour)2.0 T4 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. |
Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 85 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+2 eff.) Mind.pwr +15 (+4 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
Xanalle (15 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +15 (+4 eff.) Fatigue +5% Resists +13% light +11% darkness Knockbk- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Issentir' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +3% temporal +9% darkness +3% blight +7% cold +5% arcane ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+2 eff.) Spell.save +12 (+2 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. |
Flamestreak the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str dps ---------- Dmg.mod +6% fire Res.pen +5% fire +15% temporal Melee Ret 6 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +4% Resists +19% mind +13% light +13% darkness Mind.save +19 (+4 eff.) Confus- +38% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 34 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Xuwyn the Nimbusfury (7 def, 14 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Mag +6 Wil +3 Cun +2 Con dps ---------- Dmg.mod +6% lightning Res.pen +25% lightning Melee Ret 6 lightning ----- def ----- Armour +14 Defense +7 (+2 eff.) Fatigue +5% Resists +15% blight +14% nature +6% all Phys.save +12 (+2 eff.) Spell.save +9 (+1 eff.) Mind.save +11 (+3 eff.) Max.HP +95.00 Heal.mod +18% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 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. |
12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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 +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
12 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
9 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
6 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. |
8 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 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. |
8 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. |
7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
945 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. |
59 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Eilinota'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +1.0% Phys.pwr +5 (+1 eff.) ----- def ----- Defense +15 (+4 eff.) Phys.save +5 (+1 eff.) Heal.mod +13% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Ememiwe'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Resists +3% physical Mind.save +3 (+1 eff.) Die.at -20.00 life Max.HP +44.00 Blind- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 276.06 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
piercing dwarven lantern of illusion1.0 T5 lite [Ego++] Master/Psionic While equipped: dps ---------- Res.pen +10% all Apr +12 ----- def ----- Defense +10 (+2 eff.) Phys.save +14 (+2 eff.) Spell.save +13 (+2 eff.) Mind.save +17 (+4 eff.) ---------- misc Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Arogorin (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Apr +6 ----- def ----- Defense +5 (+1 eff.) Resists +6% acid +3% blight HP.reg +4.00 Cut- +20% While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 cooldown Level 2.6 Pwr.cost 23 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Elenitir the Cloudfist (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +9% arcane Res.pen +10% darkness +15% arcane Melee Ret 4 lightning ----- def ----- Resists +5% arcane +6% lightning ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Bokyruirig the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Mind.crit +4% Crit.mult +10.00% Mind.pwr +10 (+3 eff.) ----- def ----- Max.HP +20.00 ---------- misc Max.stam +19.00 Max.hate +8.00 Light +3 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Phlegmking (dig speed 14 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Resists +7% fire +7% darkness +12% nature Spell.save +6 (+1 eff.) HP.reg +4.00 Heal.mod +10% Knockbk- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 333.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Silara the stralite torque of psionic shield [power 131] (22 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% physical Acc +30 (+5 eff.) ----- def ----- Resists +15% light +6% darkness Phys.save +6 (+1 eff.) Die.at -40.00 life Pinning- +20% Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 22 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
evasive dragonbone totem of thorny skin [power 76] (17 cooldown)2.0 T5 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 76 and armour hardiness by 70% Puts all charms on 17 cooldown 100% to gain a 33% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing dragonbone wand of lightning storm [power 518] (13 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 110 lightning damage and will be dazed for 1 turn (554 total damage) Puts all charms on 13 cooldown 100% to heal for 88. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Lady Oghden the Dwarf Bulwark level 36
20th Steel 124th year of Ascendancy at 18:54 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Lady Oghden the Dwarf Bulwark level 50
32nd Dearth 125th year of Ascendancy at 07:57 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Lady Oghden the Dwarf Bulwark level 36
17th Steel 124th year of Ascendancy at 18:46 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Lady Oghden the Dwarf Bulwark level 25
41st Stralite 123rd year of Ascendancy at 17:21 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Lady Oghden the Dwarf Bulwark level 41
36th Steel 124th year of Ascendancy at 09:57 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Lady Oghden the Dwarf Bulwark level 42
18th Voratun 124th year of Ascendancy at 09:36 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Lady Oghden the Dwarf Bulwark level 50
32nd Steel 125th year of Ascendancy at 11:29 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Lady Oghden the Dwarf Bulwark level 39
32nd Steel 124th year of Ascendancy at 04:16 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Lady Oghden the Dwarf Bulwark level 19
8th Loss 122nd year of Ascendancy at 21:00 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Lady Oghden the Dwarf Bulwark level 38
28th Steel 124th year of Ascendancy at 04:25 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Lady Oghden the Dwarf Bulwark level 32
7th Shortage 123rd year of Ascendancy at 13:49 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Lady Oghden the Dwarf Bulwark level 25
11st Voratun 123rd year of Ascendancy at 21:00 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Lady Oghden the Dwarf Bulwark level 50
29th Dearth 126th year of Ascendancy at 01:38 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Lady Oghden the Dwarf Bulwark level 23
27th Stralite 123rd year of Ascendancy at 11:59 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Lady Oghden the Dwarf Bulwark level 32
25th Shortage 123rd year of Ascendancy at 03:42 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Lady Oghden the Dwarf Bulwark level 50
32nd Dearth 125th year of Ascendancy at 03:19 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Lady Oghden the Dwarf Bulwark level 50
24th Dearth 126th year of Ascendancy at 07:28 see stats
Honorary Roguelike Win (Insane (Adventure) difficulty)
Won the game in Normal or Semi-Roguelike permadeath mode without dying.By Lady Oghden the Dwarf Bulwark level 50
29th Dearth 126th year of Ascendancy at 01:36 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Lady Oghden the Dwarf Bulwark level 43
20th Voratun 124th year of Ascendancy at 00:52 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Lady Oghden the Dwarf Bulwark level 10
20th Profit 122nd year of Ascendancy at 11:48 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Lady Oghden the Dwarf Bulwark level 20
21st Gold 123rd year of Ascendancy at 13:57 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Lady Oghden the Dwarf Bulwark level 30
5th Profit 123rd year of Ascendancy at 11:48 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Lady Oghden the Dwarf Bulwark level 40
33rd Steel 124th year of Ascendancy at 10:12 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Lady Oghden the Dwarf Bulwark level 50
32nd Steel 125th year of Ascendancy at 10:59 see stats
Oozemancer (Insane (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Lady Oghden the Dwarf Bulwark level 50
10th Shortage 126th year of Ascendancy at 14:50 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Lady Oghden the Dwarf Bulwark level 50
17th Profit 126th year of Ascendancy at 23:10 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Lady Oghden the Dwarf Bulwark level 19
35th Dearth 122nd year of Ascendancy at 01:49 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Lady Oghden the Dwarf Bulwark level 50
10th Iron 126th year of Ascendancy at 21:31 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Lady Oghden the Dwarf Bulwark level 44
20th Wealth 124th year of Ascendancy at 16:19 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Lady Oghden the Dwarf Bulwark level 46
1st Loss 124th year of Ascendancy at 20:44 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Lady Oghden the Dwarf Bulwark level 24
30th Stralite 123rd year of Ascendancy at 01:48 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Lady Oghden the Dwarf Bulwark level 39
28th Steel 124th year of Ascendancy at 11:46 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Lady Oghden the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 21:11 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Lady Oghden the Dwarf Bulwark level 50
29th Dearth 126th year of Ascendancy at 01:36 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Lady Oghden the Dwarf Bulwark level 10
22nd Profit 122nd year of Ascendancy at 00:58 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Lady Oghden the Dwarf Bulwark level 29
19th Voratun 123rd year of Ascendancy at 07:26 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Lady Oghden the Dwarf Bulwark level 50
29th Dearth 126th year of Ascendancy at 01:38 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Lady Oghden the Dwarf Bulwark level 50
10th Iron 126th year of Ascendancy at 10:13 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Lady Oghden the Dwarf Bulwark level 14
38th Profit 122nd year of Ascendancy at 02:40 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Lady Oghden the Dwarf Bulwark level 44
15th Profit 124th year of Ascendancy at 19:40 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Lady Oghden the Dwarf Bulwark level 29
18th Voratun 123rd year of Ascendancy at 17:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Lady Oghden the Dwarf Bulwark level 22
10th Stralite 123rd year of Ascendancy at 19:00 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Lady Oghden the Dwarf Bulwark level 16
5th Wealth 122nd year of Ascendancy at 05:10 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Lady Oghden the Dwarf Bulwark level 35
17th Steel 124th year of Ascendancy at 15:47 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By Lady Oghden the Dwarf Bulwark level 50
22nd Dearth 126th year of Ascendancy at 11:03 see stats
Log
Lady Oghden uses Assault.
Lady Oghden performs a melee critical strike against Layulera the snow giant!
Lady Oghden performs a melee critical strike against Layulera the snow giant!
Lady Oghden performs a melee critical strike against Layulera the snow giant!
You collect a new ingredient: snow giant kidney (1).
Lady Oghden prepares for the next kill!
Lady Oghden hits Layulera the snow giant for 420 physical, 61 arcane, 73 nature, 59 acid, 63 physical, 36 nature, 734 physical, 20 arcane, 24 nature, 20 acid, 21 physical, 765 physical (2298 total damage).
Lady Oghden killed Layulera the snow giant!
You pickup 0.85 gold pieces.
You pickup 0.85 gold pieces.
Lady Oghden picks up ( .): jade.
Lady Oghden picks up (1.): Isuwen the Bolttreason (42-54 power, 9 apr).
Lady Oghden picks up (B.): blazebringer's stralite battleaxe of massacre (60-91 power, 3 apr).
Lady Oghden picks up ( .): enlightening stralite mail armour of the deep (4 def, 12 armour).
Lady Oghden picks up (x.): Staff of Arcane Supremacy (20-24 power, 4 apr, physical element).
Lady Oghden picks up ( .): linen robe of Angolwen (0 def, 0 armour).
Lady Oghden picks up (B.): magelord's dragonbone starstaff of power (30-36 power, 6 apr, physical element).
Lore found: Staff of Arcane Supremacy
You can read all your collected lore in the game menu, by pressing Escape.
Resting starts...
Lady Oghden slows down.
Talent Shield Slam is ready to use.
Lady Oghden is no longer attuned.
Talent Repulsion is ready to use.
Talent Assault is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
Lady Oghden gains 6% of a turn from Ancestral Life.





























































































































































































