












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Prowler Class 1.5.10Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Bastion 1.5.10A complete rework for Bulwark. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Shadow Race 1.0.1Adds shadow race with bugfix. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Examine Floor Stack 1.3.0Adds an action to the right-click map menu to examine a stack of objects on the floor. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Lichform Limitbreak 1.4.5Modifies Lichform to account for unusually high talent levels. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Grove Keeper 1.6.2Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Proper Possession 1.5.0
Frequently Asked Questions: Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Store Restocker 1.5.5EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Del Undead Minions Inventory 1.6.0I've got a problem, when i play s a Necromancer and transfer item to my Minions and can't take them back, 'coz they don't under player control. After all items just disappear, when minions dead. Disappear Forever. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Я столкнулся с багом, когда Некромант может передать вещи своим миньонам, но забрать обратно их никак не может. Т.е. вещи в инвентаре у него есть, но получить их назад никак нельзя, так как миньоны неподконтрольны игроку. В итоге после смерти вещи исчезают навсегда. Данный мод блокирует инвентарь всех миньонов Некроманта и убирает строку из диалгового окна инвентаря об обмене. Установка: Удаление: или в игре: Tough Melinda light 1.5.0Melinda get a small boost so she can survived a little more. + 200 hp +10% resistance to fire and darkness + 15% resistance to acid +20% resistance to blight Note: Melinda may had other resistances or those named before be more highter, Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Embers of Rage 1.6.0Official 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:
Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Mindslinger 1.6.2Adds the Mindslinger as a new, Yeek-only, Psionic subclass. New Talents: Psionic/Mindslinger: Psionic/Force: Psionic/Charge: More details in the forum thread. Icons from game-icons.net Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.6.0Donators/Buyers bonus! Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Resist levels 1.5.10Gives bonus resistances (to elements and negative effects) on level ups Possessor Bonus Class 1.6.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.6.0
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file Will conflict with \"Extra Dungeons\" and \"GodMode Merchant\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) High Guard 1.6.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Witherer Class 1.5.10The Witherer is a Corruptor that focusses on slowly killing their enemies. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.6.0This 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 Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Godmode Merchant 1.5.10Spawns an NPC that will grant you God mode, unlock any talent tree, add stat/generic/category/prodigy points, raise sub stats, set level, give gold and can imbue ANYTHING (as long as you have the gems and item)! I wanted to make a customizable godmode so you can set your character's power, from just learning new spells to increasing character points and sub stats (to increase def. crits. ect.) to full blown invulnerability and insta kill! He spawns near the portal to Angolwen and in Gates of Morning. Will conflict with any mods that change the world map file (eyal.lua) *Will conflict with 'Spell Merchants' For a non-cheaty version, check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants |
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Orc |
| Class | Necromancer |
| Level / Exp | 45 / 33% |
| Size | big |
| Lifes / Deaths | Killed by orc archer at level 16 on the 8th Revenge 124th year of Ascendancy at 19:50 3 / 4Killed by ritch hive mother at level 16 on the 9th Revenge 124th year of Ascendancy at 00:41 Killed by Isadata the whitehoof maulotaur at level 32 on the 45th Revenge 124th year of Ascendancy at 17:30 Killed by Azilael the shalore at level 39 on the 46th Pain 124th year of Ascendancy at 10:29 |
Primary Stats
| Strength | 112 (base 60) |
| Dexterity | 65 (base 60) |
| Constitution | 67 (base 60) |
| Magic | 59 (base 60) |
| Willpower | 72 (base 60) |
| Cunning | 72 (base 60) |
Resources
| Mana | 303/338 |
| Psi | 162/162 |
| Vim | 246/246 |
| Life | 1620/1620 |
| Steam | 105/105 |
| Paradox | 300 |
| Soul | 19/19 |
| Healing Factor | 1.6507594936709 |
| Regeneration | 54.392525316455 |
Speed
| Mental | +11% |
| Attack | +11% |
| Movement | +70.4% |
| Spell | +11% |
| Global | +119.04% |
Vision
| Sight | 12 |
| Lite | 17 |
| Infravision | 8 |
| See Stealth | 79.588041044944 |
| See Invisible | 69.588041044944 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 50 |
| Crit Chance | 60% |
| APR | 24 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 92 |
| Crit Chance | 80% |
| Speed | 0.9009009009009 |
Offense: Mind
| Mindpower | 96 |
| Crit Chance | 78% |
| Speed | 0.9009009009009 |
Offense: Damage Bonus
| Blight | +17% |
| Physical | +12% |
| Cold | +55% |
| All | +2% |
| Lightning | +27% |
| Light | +62% |
| Mind | +8% |
| Fire | +17% |
| Darkness | +79% |
Offense: Damage Penetration
| Lightning | +50% |
| Mind | +50% |
| Darkness | +50% |
| Fire | +50% |
| Cold | +50% |
| All | +40% |
Defense: Base
| Armour (hardiness) | 8.2 (30%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 73 |
| Spell Save | 58 |
| Mental Save | 76 |
Defense: Resistances
| Mind | + 70%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Nature | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Cold | + 70%( 70%) |
| Fire | + 70%( 70%) |
| All | + 70%( 70%) |
Defense: Immunities
| Pinning Resistance | 69% |
| Confusion Resistance | 24% |
| Fear Resistance | 78% |
| Poison Resistance | 100% |
| Disarm Resistance | 44% |
| Bleed Resistance | 60% |
| Teleport Resistance | 100% |
| Stun Resistance | 94% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 69% |
Inscriptions (3/5)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 95%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.8 steam per turn. Can be activated for an instant burst of 49 steam. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1031% for 10 turns (473 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Chill | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dread | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Charnel | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Corpse | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Shades | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Spell / Vampirism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dead secrets | 1.70 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Spell / Divination | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Conditioning | 1.20 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Chronomancy | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Dreaming | 0.80 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Through The Crowd |
| talent | Meat Shield |
| talent | Lucid Dreamer |
| talent | Elemental Discord |
| talent | Vampiric Gift |
| talent | Will o' the Wisp |
| talent | Blurred Mortality |
| talent | Contingency |
| talent | Necrotic Aura |
| beneficial effect | Increases physical save, spell save, and mental save by 40. Global speed increased by 12%. Through The Crowd |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Scorched Boots (4 def, 4 armour) 3.0 T5 feet armor [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+3 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +8% Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Poison Storm: Level 3.0 Pwr.cost 30 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 33.79 blight damage and is poisoned for 135.17 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. This object's appearance was changed to Scorched Boots. |
| Quiver | Blazewedge the pouch of steel shots (17/17, 30-36 power, 2 apr) 3.0 T2 shot ammo [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +12.5% Capacity 17 Ranged+ +16 lightning +7 temporal On Hit.r1 +8 acid On Hit: * 20% chance to reduce armor by 48% * 7% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 141 damage On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +5 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | Umbraphage 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +35% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +15 See.Stealth +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 127, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 15 radius cone with a 150% chance to blind (based on lite radius), dealing 676.62 darkness damage (based on Mindpower and charge). Uses 10 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. |
| On head | Malslek the Accursed's Hat (2 def, 0 armour) 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+2 eff.) Mind.pwr +15 (+3 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+0 eff.) Resists +20% fire Mind.save -10 (-2 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Masteries +0.20 Cursed/Punishments Blind-Fight: No penalty when attacking invisible/stealthed On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. This object's appearance was changed to The Face of Fear. |
| Tool | Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+4 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 1.8 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 26.71 cold and 19.30 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +62.00 HP.reg +17.00 Heal.mod +17% Rings can have magical properties. |
| Around waist | Relgyhad the Venomwell1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +30 (+6 eff.) Res.pen +10% mind +10% fire Melee Ret 4 nature ----- def ----- Resists +12% nature HP.reg +2.40 Heal.mod +22% ---------- misc Hate/m.crit +5.00 A belt that goes around your waist. |
| In main hand | Afterlife (40-48 power, 12 apr, light element) 5.0 T4 staff 2H weapon [Unique] Arcane Power 40.0 - 48.0 Light Uses 130% Mag Acc+ +2.5% proc dam (max 250%) Apr +12 Atk.spd 100% Against +25% Undead On Hit: * splashes acid on your target dealing 49 damage and reducing their armor While equipped: dps ---------- Spell.crit +10% Spell.pwr +30 (+6 eff.) Dmg.mod +25% lightning +25% cold +25% light +25% darkness Res.pen +10% lightning +10% cold ----- def ----- D.Red.from +25% Undead ---------- misc Masteries +0.20 Spell/Necrosis Pure white bone fashioned into a staff. A grinning skull sits on the top, grinning. This object's appearance was changed to Afterlife. |
| On hands | spellstreaming dwarven-steel gauntlets of war-making (0 def, 2 armour) 1.5 T2 hands armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +12% Mind.crit +10% Crit.mult +11.00% Spell.pwr +7 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% ---------- misc Mana/turn +0.13 Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Frostfire Gauntlets. |
| Main armor | Arakor (0 def, 0 armour) 2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Wil dps ---------- Mind.crit +6% Mind.pwr +5 (+1 eff.) Dmg.mod +12% darkness +6% mind ----- def ----- Resists +18% darkness +11% all Mind.save +34 (+8 eff.) HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Iron Mail of Bloodletting. |
| Cloak | Cloak of Daggers (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +30% lightning Phys.save +10 (+3 eff.) Stun/Frz- +50% Has a 50% chance each turn to slash an adjacent enemy for 166 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. This object's appearance was changed to Fearfire Mantle. |
| Around neck | Kindlebraze0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee Ret 6 light ----- def ----- Fatigue -4% Resists +12% mind +6% light HP.reg +2.00 Confus- +24% ---------- misc Light +3 Amulets can have magical properties. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (90% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 395 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Eilinomina the Growglean0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +30% fire Res.pen +25% lightning ----- def ----- Resists +18% lightning +22% mind +12% nature Confus- +31% Amulets can have magical properties. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Grinudor the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +5 (+1 eff.) Phys.spd +10% Dmg.mod +13% physical Melee Ret 4 physical ----- def ----- Defense +10 (+2 eff.) Resists +16% fire +12% cold ---------- misc Max.stam +20.00 Amulets can have magical properties. |
Radiancevenom the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% cold ----- def ----- Resists +30% cold ---------- misc Light +3 Masteries +0.18 Spell/Shades Amulets can have magical properties. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
gold amulet 'Aruromilemnir'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +6 Cun +6 Con dps ---------- Crit.mult +20.00% Spell.pwr +25 (+5 eff.) Mov.spd +10% Dmg.mod +15% blight Phasing +30% Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 ----- def ----- Fatigue -7% HP.reg +3.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.10 Amulets can have magical properties. |
gold amulet 'Tarrugar'0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +3.0% Mind.pwr +30 (+6 eff.) ----- def ----- Resists +16% cold +22% mind +19% fire Confus- +31% ---------- misc Equi/ret +0.04 Hate/m.crit +3.00 Amulets can have magical properties. |
Chuzor the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +9 (+2 eff.) ----- def ----- Resists +15% blight +3% darkness +9% mind Mind.save +15 (+4 eff.) HP.reg +2.00 Silence- +10% Pinning- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Rings can have magical properties. |
Glarewish0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +12% arcane +9% acid Res.pen +25% acid ----- def ----- Resists +12% arcane Phys.save +12 (+3 eff.) ---------- misc Stam/turn +3.00 Light +3 Rings can have magical properties. |
Gluldanne0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Phys.crit +3.0% Phys.pwr +15 (+4 eff.) Acc +10 (+4 eff.) Apr +2 ----- def ----- Armour +4 Resists +6% lightning +5% physical Phys.save +12 (+3 eff.) HP.reg +4.00 Def/telep +5 Res/telep +5% Dur/telep +5% Rings can have magical properties. |
Lisira the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +10 (+2 eff.) Phasing +30% ----- def ----- Resists +6% mind Phys.save +18 (+5 eff.) Die.at -80.00 life Blind- +32% ---------- misc Infravis +5 See.Stealth +10 See.Invis +13 Rings can have magical properties. |
Nightraven the stralite ring0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +17% lightning +21% darkness On Hit (Melee): * 20% chance to slow global speed by 78% ----- def ----- Resists +34% lightning +15% temporal +9% darkness +18% acid Spell.save +6 (+2 eff.) Rings can have magical properties. |
conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) Rings can have magical properties. |
gold ring 'Cuthirek'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +20.00% Mind.pwr +20 (+4 eff.) Dmg.mod +15% lightning On Hit (Melee): * 20% chance to reduce armor by 48% ----- def ----- Resists +30% lightning Mind.save +9 (+2 eff.) ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 Rings can have magical properties. |
gold ring 'Growthquick'0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% nature +18% cold Res.pen +15% cold Melee Ret 6 fire On Hit (Melee): * 20% chance to slow global speed by 78% ----- def ----- Resists +15% nature HP.reg +6.00 Stun/Frz- +38% Rings can have magical properties. |
mule's stralite ring of the mind (+12%)0.1 T4 ring jewelry [Ego] Master/Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Fatigue -6% Resists +12% mind ---------- misc Max.enc +20 Rings can have magical properties. |
rogue's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +4 (+1 eff.) Resists +22% lightning Rings can have magical properties. |
sneakthief's stralite ring of aether (+14%)0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +6 Dex dps ---------- Dmg.mod +14% arcane Acc +8 (+3 eff.) ----- def ----- Resists +14% arcane Rings can have magical properties. |
steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Melee+ 20 light Ranged+ 13 light Dmg.mod +12% light Rings can have magical properties. |
voratun ring 'Searveil'0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +8 Mag +6 Wil dps ---------- Spell.pwr +14 (+3 eff.) Dmg.mod +12% mind +6% fire Res.pen +10% darkness +15% fire Melee Ret 8 cold ----- def ----- Resists +12% fire +15% mind +15% cold Rings can have magical properties. |
Kindleserpent (56.5-84.75 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 56.5 - 84.8 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +16 darkness +19 nature Against +20% Living While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +5% light +5% arcane Acc +14 (+5 eff.) ----- def ----- Defense +14 (+3 eff.) Resists +9% light Disarm- +63% Massive two-handed battleaxes. |
Rhenik the dwarven-steel battleaxe (32-48 power, 5 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Master Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 141 damage On Crit: * Splash the target with acid dealing 235 damage over 5 turns and reducing armor and accuracy by 30 While equipped: Stats +13 Str dps ---------- Dmg.mod +12% physical Acc +20 (+7 eff.) ----- def ----- Phys.save +12 (+3 eff.) ---------- misc Max.stam +30.00 Massive two-handed battleaxes. |
Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Gloruraseth the steel dagger (12-15.6 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 12.0 - 15.6 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 2 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 141 damage While equipped: Stats +2 Wil dps ---------- Res.pen +15% mind +8% physical Acc +7 (+3 eff.) Apr +8 ---------- misc Psi/ret +0.16 Sharp, short and deadly. |
Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 55% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Skykiller (15.5-20.15 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Disrupt/Master Power 15.5 - 20.2 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +20 lightning On Hit: * 13 arcane resource burn While equipped: dps ---------- Res.pen +11% physical +15% light +7% all Acc +15 (+5 eff.) Apr +15 Sharp, short and deadly. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Dex, 10% Mag, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.9 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 425.63 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
stralite dagger 'Lightningspiker' (38.5-50.05 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Master Power 38.5 - 50.1 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +8 lightning On Crit.r2 +16 lightning On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Str dps ---------- Phys.crit +10.0% Phys.pwr +9 (+2 eff.) Dmg.mod +13% physical Res.pen +25% lightning Acc +10 (+4 eff.) ----- def ----- Resists +6% lightning Sharp, short and deadly. |
Borosk's Hate (60-96 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Champion's Will (67-107.2 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 20% Con, 115% Str Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 149 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Jade Fervor (50-80 power, 10 apr) Jade Fervor (50-80 power, 10 apr)24.0 T5 greatsword 2H weapon [Unique] Nature/Psionic Power 50.0 - 80.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +10.0% Atk.spd 143% Melee+ +40 natural flames On Crit: * devour one beneficial effect or sustain and heal yourself for 75 damage While equipped: ----- def ----- Heal/summ +75 Natural flames are both nature and fire damage, and inflict triple damage upon demons and the undead. A huge blade of carved jade has been fitted to a dragonbone hilt. It is very heavy, but somehow quick in your hands. |
Kukalthostir the Poxwend (23-36.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Nature/Psionic Power 23.0 - 36.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature +13 darkness Against +10% Living On Crit.r2 +13 acid +12 nature While equipped: Stats +4 Cun +1 Str dps ---------- Res.pen +13% acid +24% nature Apr +10 Massive two-handed swords. |
dragonbone longbow 'Tarrasahad'4.0 T5 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +8 arcane +21 fire On Hit: 10% Arcane Vortex 3 While equipped: Stats +9 Mag dps ---------- Phys.crit +15.0% Spell.pwr +15 (+3 eff.) Dmg.mod +12% physical +21% fire +15% arcane +6% temporal Acc +33 (+11 eff.) ---------- misc Reload +4 Longbows are used to shoot arrows at your foes. |
Acera (33-46.2 power, 4 apr)3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Acid Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 59 acid damage in a 4 radius ball. This damage will increase by 44% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Anmalice (47-65.8 power, 20 apr)3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-7 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Sword of Potential Futures (28-39.2 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Jetraider (46-64.4 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 46.0 - 64.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +9 darkness +25 cold Against +16% Living While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Res.pen +15% darkness Acc +20 (+7 eff.) Melee Ret 8 darkness 4 fire ----- def ----- Resists +9% fire Def/telep +10 Res/telep +10% Dur/telep +10% Blunt and deadly. |
Bleakpassion the living mindstar (16.5-18.15 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +16 darkness On Crit.r2 +12 darkness On Hit: * 20 arcane resource burn While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +15 (+3 eff.) Melee Ret 4 darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% blight +5% arcane +3% nature Spell.save +7 (+2 eff.) 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. |
Bloomsoul (8-8.8 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 43 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Duvirain the Woetrencher (13.5-14.85 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Disrupt Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit: * 17 arcane resource burn * 20% chance to slow global speed by 78% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +21% lightning +17% cold +21% physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +35 (+9 eff.) Resists +3% acid +3% darkness +3% light +3% nature +7% arcane +6% lightning Pinning- +51% 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. |
Eye of Summer (8-8.8 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Great Caller (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+2 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Gygas the living mindstar (18-19.8 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 18.0 - 19.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 78% While equipped: Stats +7 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 5 lightning 5 physical 5 fire 7 acid 6 cold Dmg.mod +15% mind +11% darkness Res.pen +10% mind +11% darkness ----- def ----- Resists +7% lightning +5% physical +6% temporal +7% cold +6% fire +3% nature +6% acid Spell.save +6 (+2 eff.) Mind.save +9 (+2 eff.) ---------- misc Max.hate +5.00 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. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Ragedor the living mindstar (16.5-18.15 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit.r2 +20 acid While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +13% Crit.mult +11.00% Mind.pwr +10 (+2 eff.) Dmg.mod +3% arcane ----- def ----- Resists +15% acid Spell.save +6 (+2 eff.) ---------- misc Mana/turn +0.12 Hate/m.crit +5.00 Psi/m.crit +5.00 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. |
Alchemist's Sling4.0 T4 sling 1H weapon Reqs Shoot [Unique] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 143% Range +10 While equipped: Stats +10 Dex dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +20% fire Acc +10 (+4 eff.) ----- def ----- Resists +20% fire ---------- misc Masteries +0.20 Spell/Explosive admixtures +0.20 Spell/Fire alchemy Can use alchemist's gems as ammo. Slightly charred and smells like brimstone. A bit like that halfling hermit. |
Staff of Destruction (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Arcane Uses 100% Mag Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +25 (+5 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
Starcaller (25-30 power, 4 apr, physical element)5.0 T4 staff 2H weapon [Unique] Arcane Power 25.0 - 30.0 Darkness Uses 120% Mag Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +30% darkness ----- def ----- Affinity +20% darkness Stealth +20 ---------- misc Talents +1 Command Staff On Spell Hit: 15% Galactic Pulse 3 A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
magewarrior's short dragonbone starstaff of channeling (30-36 power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +1.3% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +9% Phys.pwr +15 (+4 eff.) Spell.pwr +41 (+8 eff.) Dmg.mod +30% darkness Acc +14 (+5 eff.) ---------- misc Mana/turn +0.54 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Aeruna the voratun steamgun4.0 T5 steamgun 1H weapon Reqs Shoot [Random Unique] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +9 cold Uses 2.0 Steam While equipped: Stats +4 Str +12 Dex dps ---------- Dmg.mod +3% physical +3% arcane +17% cold Res.pen +10% arcane ----- def ----- Resists +2% physical ---------- misc Reload +1 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Talosis' Counterpoint4.0 T2 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Tinkerer's Twinblaster4.0 T1 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
Vindicator4.0 T3 steamgun 1H weapon Reqs Shoot [Unique] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 100% Range +7 Proj.spd +600% Against +25% Undead On Crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
Stinger (17-25.5 power, 16 apr)3.0 T2 steamsaw 1H weapon [Unique] Nature/Steamtech Power 17.0 - 25.5 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +16 Crit +4.0% Atk.spd 100% Block +44 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +5 (+1 eff.) Fatigue +8% ---------- misc Talents +1 Block Ritch Larva Infect: Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Sting the target with your ovipositor, injecting 2 larvae into it to finish their hatching process. Over a 5 turn gestation period, the larvae will feed on the victim internally, dealing 2.66 to 13.28 physical damage each turn (increasing as they grow). After the gestation period is complete, each larva will rip itself free of its host, dealing 13.28 physical and 13.87 fire damage. Is that... an ovipositor? |
Dairadehad the steel waraxe (13.5-18.9 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 light Against +5% Undead On Crit: * Splash the target with acid dealing 235 damage over 5 turns and reducing armor and accuracy by 30 While equipped: Stats +2 Str dps ---------- Dmg.mod +7% physical Acc +8 (+3 eff.) Melee Ret 2 acid ----- def ----- Defense +10 (+2 eff.) Resists +9% fire Mind.save +6 (+2 eff.) Poison- +10% One-handed war axes. |
Gloomstrike (16.5-23.1 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 darkness +8 light Against +6% Living +7% Undead While equipped: Stats +1 Mag dps ---------- Spell.crit +3% Res.pen +5% darkness Melee Ret 2 blight One-handed war axes. |
Rusty Chopper (25-35 power, 3 apr)3.0 T2 waraxe 1H weapon [Unique] Arcane/Psionic Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +2.0% Atk.spd 100% Melee+ +10 acid On Crit: * inflicts a cursed wound (halves healing for 10 turns) While equipped: ---------- misc Hate/kill +1.00 A old rusty axe. You feel it isn't as useless as it looks. |
stralite waraxe 'Salomina' (40.5-56.7 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 nature While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Dmg.mod +3% acid Acc +5 (+2 eff.) ----- def ----- Armour +4 Resists +6% mind +9% acid One-handed war axes. |
Flashtaint1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +12% light On Hit (Melee): * 20% chance to reduce armor by 48% * 10% chance to reduce all saves and defense by 48 ----- def ----- Resists +12% acid Spell.save +8 (+3 eff.) ---------- misc Light +1 Size +1 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt 'Doursage'1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +25% darkness ----- def ----- Resists +16% fire +6% cold Phys.save +7 (+2 eff.) Max.HP +44.00 A belt that goes around your waist. |
Blindswift (2 def, 9 armour)2.0 T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +7% Dmg.mod +3% darkness On Hit (Melee): * 10% chance to slow global speed by 78% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Defense +2 (+0 eff.) Resists +7% acid +3% temporal +3% darkness +7% fire +25% cold +6% nature +7% lightning Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+3 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 56.45 to 70.56 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
silk robe 'Unlightstone' (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +18 (+4 eff.) Mind.pwr +7 (+1 eff.) Dmg.mod +3% darkness +22% physical +19% mind +11% all Res.pen +9% mind ----- def ----- Resists +9% lightning +23% physical +13% all Spell.save +6 (+2 eff.) Poison- +10% Cut- +20% ---------- misc Psi/turn +0.51 Max.psi +23.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 56% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Vipernail the pair of drakeskin leather boots (13 def, 11 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +10 Dex dps ---------- Dmg.mod +6% nature Res.pen +10% acid Melee Ret 10 acid ----- def ----- Armour +11 Defense +13 (+3 eff.) Resists +6% acid ---------- misc Stam/turn +1.20 Max.stam +30.00 Infravis +3 A pair of boots made of leather. |
Arilach the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +10 Cun +14 Dex dps ---------- Melee+ 5 acid Dmg.mod +10% acid Acc +16 (+6 eff.) Apr +19 On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Resists +8% acid +6% temporal +6% darkness +3% blight +3% cold +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Frostfire Gauntlets (0 def, 3 armour)1.5 T2 hands armor [Unique] Arcane While equipped: dps ---------- S.pwr/crit +5 Dmg.mod +10% fire +10% cold ----- def ----- Armour +3 Resists +10% fire +10% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Cold Flames: Level 2.6 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Cold Flames slowly spread from 7 spots in a radius of 3 around the targeted location. The flames deal 114.34 cold damage, and have a chance of freezing. These flames will also slowly burn physical and magical status effects, beneficial from enemies, detrimental form allies. Damage improves with your Spellpower. On the left gauntlet is a large sapphire, on the right is a large ruby. Cunningly designed magic has allowed two opposing elements to work in unison. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Ritch Claws (0 def, 6 armour)1.5 T2 hands armor [Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Rushing Claws: Level 2.0 Pwr.cost 24 out of 24/24. Range 7 Travel.spd instantaneous Is a nature gift Description: Rushes toward your target with incredible speed. If the target is reached, you use your claws to pin it to the ground for 5 turns. You must rush from at least 2 tiles away. A pair of sharply honed gauntlets made from the claws of Ritch Impalers. |
Adyvea the voratun helm (0 def, 11 armour)3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +8 Dex +4 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Melee Ret 2 physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Fatigue +5% Resists +11% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Betinne the Blazetickler (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +11 Str +12 Dex +5 Wil +5 Cun +2 Con dps ---------- Dmg.mod +3% lightning +3% arcane Res.pen +5% arcane Melee Ret 10 arcane ----- def ----- Armour +3 Fatigue +3% Resists +9% blight +3% lightning +5% arcane -20% light Mind.save +8 (+2 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 364.3 Physical damage. If the attack hits, the target is confused (43% 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 cap made of leather. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-4 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-2 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Celestial Circlet (3 def, 0 armour)2.0 T2 head armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% arcane +10% light +10% darkness ----- def ----- Defense +3 (+1 eff.) Resists +10% arcane +10% light +10% darkness ---------- misc Masteries +0.10 Celestial/Circles Circle of Shifting Shadows: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle increases your defense and all saves by 21 while dealing 37.29 darkness damage per turn to everyone else within its radius. The circle lasts 5 turns. The damage will increase with your Spellpower. A silver circlet studded with moonstones. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Porulle the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +9 Wil dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +14% acid +11% physical +3% light +8% cold +12% lightning +15% fire Phys.save +13 (+3 eff.) Mind.save +20 (+5 eff.) Max.HP +80.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +1 A cap made of leather. |
The Cage (0 def, 0 armour)1.0 T3 head armor [Unique] Psionic While equipped: dps ---------- All.spd -25% ----- def ----- Resists +30% mind +10% all Res.Cap +30% mind You are immune to mental status effects. Nothing will ever reach you again. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
hardened leather hat 'Bokudin' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +12 Str +5 Wil dps ---------- Mind.crit +2% Crit.mult +10.00% Phys.pwr +8 (+2 eff.) Dmg.mod +6% arcane Res.pen +10% blight Phasing +20% ----- def ----- Armour +3 Fatigue +3% Resists +16% mind +9% physical Phys.save +11 (+3 eff.) Spell.save +3 (+1 eff.) Mind.save +21 (+5 eff.) Confus- +32% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 364.3 Physical damage. If the attack hits, the target is confused (43% 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 hat made of leather. Very stylish. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor [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 50 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 62.97 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. |
Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+6 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Cun +5 Mag dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+4 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 32, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Olefang (38 def, 16 armour)9.0 T5 light armor [Random Unique] Master While equipped: Stats +11 Dex +1 Mag +10 Cun +1 Con dps ---------- Phys.crit +9.0% Dmg.mod +3% acid Apr +15 ----- def ----- Armour +16 Defense +38 (+9 eff.) Fatigue +8% Resists +6% acid +26% cold Crit.dmg- 15.00% ---------- misc Stam/turn +1.00 Second Wind: (Instant) Puts all charms on 35 cooldown Level 4.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 229 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Healfurnace (0 def, 16 armour)17.0 T5 massive armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +6% blight Res.pen +10% nature Melee Ret 2 blight ----- def ----- Armour +16 Fatigue +22% Resists +24% lightning +9% arcane +12% nature Spell.save +21 (+6 eff.) Max.HP +70.00 HP.reg +9.00 Heal.mod +15% A suit of armour made of metal plates. |
Blackfire Aegis (8 def, 18 armour, 235 block)7.0 T4 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+2 eff.) Rng.Def +12 (+3 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
Deflector (22 def, 11 armour, 230 block)7.0 T4 shield armor [Unique] Steamtech Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +11 Defense +22 (+5 eff.) Fatigue +8% Phys.save +20 (+5 eff.) ---------- misc Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
Fire Dragon Shield (16 def, 9 armour, 220 block)7.0 T4 shield armor [Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+4 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Skeletal Parry (10 def, 4 armour, 40 block)7.0 T2 shield armor [Unique] Arcane A part of set. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 10 phys.bleed ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue +6% ---------- misc Talents +2 Block Bone Armour: Level 2.0 Pwr.cost 30 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Creates a shield of bones, absorbing 482 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. A shield made from various sharpened bones. It feels icky. |
Titanic (20 def, 18 armour, 320 block)7.0 T3 shield armor [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. 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. |
Titanic (20 def, 18 armour, 320 block)7.0 T3 shield armor [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. 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. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Hornet Stingers (20/20, 18-25.2 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Quiver of Domination (20/20, 24-33.6 power, 8 apr)3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
quiver of ash arrows 'Emylramina' (23/54, 41.5-58.1 power, 15 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Master Power 41.5 - 58.1 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +1.5% Capacity 54 Rld cld 3 Ranged+ +8 arcane +14 temporal +20 mind On Crit.r2 +12 arcane On Hit: * 11% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
70 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. |
34 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. |
17 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. |
38 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
25 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. |
14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
33 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Lamp of Illusion0.0 T2 lite [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) ---------- misc Light +2 Infravis +2 Masteries +0.20 Spell/Illusion This plain looking lamp is not what it seems. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 261.78 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+4 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
25 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. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
great healing salve [power 316] great healing salve [power 316]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 120% efficiency and 95% cooldown modifier. Heal 316 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Drops of Blood (0/0, 50-60 power, 15 apr)3.0 T5 shot ammo [Unique] Arcane Power 50.0 - 60.0 Hindering blight Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 0 While equipped: ----- def ----- HP.reg -1.00 (These shots do blight damage and slow.) You feel a small jolt of magic as you touch this pouch. A small bead of blood forms on your finger where you touched it. It quickly detaches itself and floats into the pouch. |
Scattermind (20/20, 17-20.4 power, 7 apr)3.0 T3 shot ammo [Unique] Nature/Psionic Power 17.0 - 20.4 Mind Uses 60% Cun, 60% Dex Acc+ +0.2% base dam (max 20%) Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
Shockking (20/20, 54-64.8 power, 6 apr)3.0 T5 shot ammo [Random Unique] Arcane/Master Power 54.0 - 64.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +25 Apr +6 Crit +19.0% Capacity 20 Ranged+ +16 lightning +38 cold On Hit.r1 +12 lightning On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
voratun silver filigree0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
Amyrion [power 280] (15 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: ----- def ----- Defense +15 (+4 eff.) Resists +9% nature Crit.dmg- 15.00% Die.at -40.00 life HP.reg +4.00 Silence- +10% Blast the opponent's mind dealing 302 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
20 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. |
Chromatic Wand2.0 T2 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% lightning +10% fire +10% cold +10% physical ---------- misc Wards +2 lightning +1 temporal +1 light +2 fire +1 nature +1 acid +2 physical +1 darkness +1 blight +2 cold +1 mind +1 arcane Talents +2 Ward Masteries +0.20 Spell/Elementalism Chromatic Orb: Level 2.0 Pwr.cost 20 out of 24/24. Range 20 Travel.spd 300% of base Is a spell Description: Fire a slowish bolt of a random element doing 231.08 damage. At level 5 it also does 50% splash damage to adjacent targets. The damage will increase with your Spellpower. This brightly coloured wand is studded with wyrm teeth. It feels close to the elements. |
Wand of Death2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Res.pen +10% blight +10% cold +10% darkness ---------- misc Max.souls +3.00 Masteries +0.20 Spell/Animus Fires a death ray (darkness and cold damage that can instantly kill weakened enemies; damage scales with magic). Uses 20 power out of 30/30 You can only see it because it is darker than its surroundings. It feels as cold as a grave. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
30 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. |
4 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. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Boney Boye the Orc Necromancer level 29
26th Revenge 124th year of Ascendancy at 03:01 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Boney Boye the Orc Necromancer level 11
36th Retaking 124th year of Ascendancy at 14:45 see stats
Blood on the Moon (Insane (Adventure) difficulty)
Kill all of the Star Gazers within 7 game turns.By Boney Boye the Orc Necromancer level 36
29th Pain 124th year of Ascendancy at 21:05 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Boney Boye the Orc Necromancer level 43
34th Loss 124th year of Ascendancy at 03:58 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Boney Boye the Orc Necromancer level 40
12nd Dearth 124th year of Ascendancy at 05:38 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Boney Boye the Orc Necromancer level 35
28th Pain 124th year of Ascendancy at 20:02 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Boney Boye the Orc Necromancer level 29
31st Revenge 124th year of Ascendancy at 15:30 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Boney Boye the Orc Necromancer level 10
35th Retaking 124th year of Ascendancy at 00:58 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Boney Boye the Orc Necromancer level 20
10th Revenge 124th year of Ascendancy at 16:42 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Boney Boye the Orc Necromancer level 30
32nd Revenge 124th year of Ascendancy at 09:38 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Boney Boye the Orc Necromancer level 40
11st Dearth 124th year of Ascendancy at 10:56 see stats
Reclaiming Garkul's Heritage (Insane (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Boney Boye the Orc Necromancer level 39
42nd Pain 124th year of Ascendancy at 04:26 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Boney Boye the Orc Necromancer level 27
19th Revenge 124th year of Ascendancy at 08:48 see stats
Sufficiently Advanced Technology (Insane (Adventure) difficulty)
Put five points into each of the tinker-crafting talents as any mage class.By Boney Boye the Orc Necromancer level 42
16th Loss 124th year of Ascendancy at 11:14 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Boney Boye the Orc Necromancer level 6
26th Retaking 124th year of Ascendancy at 23:52 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Boney Boye the Orc Necromancer level 24
12nd Revenge 124th year of Ascendancy at 12:13 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Boney Boye the Orc Necromancer level 7
27th Retaking 124th year of Ascendancy at 17:10 see stats
Log
Runed bone giant casts Earthen Missiles.
Runed bone giant's spell attains critical power!
Runed bone giant's spell attains critical power!
Runed bone giant's spell attains critical power!
Skeleton master archer performs a melee critical strike against Something!
Skeleton master archer hits Something for 13 physical damage.
Boney Boye deactivates Meat Shield.
Boney Boye deactivates Through The Crowd.
Boney Boye deactivates Will o' the Wisp.
Boney Boye deactivates Elemental Discord.
Boney Boye deactivates Contingency.
Boney Boye deactivates Blurred Mortality.
Boney Boye deactivates Necrotic Aura.
Boney Boye deactivates Vampiric Gift.
Boney Boye deactivates Lucid Dreamer.
Runed bone giant stops surging mana.
Runed bone giant deactivates Through The Crowd.
Runed bone giant deactivates Bone Shield.
Runed bone giant deactivates Ruin.
Runed bone giant deactivates Arcane Power.
The shield around runed bone giant crumbles.
Runed bone giant deactivates Through The Crowd.
The shield around runed bone giant crumbles.
Runed bone giant deactivates Ruin.
Runed bone giant deactivates Arcane Power.
Runed bone giant deactivates Bone Shield.
Runed bone giant stops surging mana.
Greater multi-hued wyrm deactivates Through The Crowd.










































































































































































































