













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.5.0Official Expansion!Embers of Rage 1.5.0Official Expansion!Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.5This 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 Items Vault 1.5.0Donators/Buyers bonus! No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Better Item Description 1.5.5This 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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 2590% |
| Size | medium |
| Lifes / Deaths | Killed by Doomed Shade of KnocksNRoll at level 50 on the 42nd Haze 123rd year of Ascendancy at 17:43 / 2Killed by Doomed Shade of KnocksNRoll at level 50 on the 42nd Haze 123rd year of Ascendancy at 17:44 |
Primary Stats
| Strength | 92 (base 60) |
| Dexterity | 125 (base 60) |
| Constitution | 92 (base 60) |
| Magic | 40 (base 12) |
| Willpower | 18 (base 12) |
| Cunning | 122 (base 60) |
Resources
| Life | -2783/20172 |
| Mana | 1154/1154 |
| Stamina | 987/987 |
| Vim | 1016/1016 |
| Healing Factor | 1.469465648855 |
| Regeneration | 160.65247237816 |
Speed
| Mental | +159% |
| Attack | +200% |
| Movement | +280% |
| Spell | +189% |
| Global | +340% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 20 |
| See Stealth | 114.48838484155 |
| See Invisible | 112.48838484155 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 233 |
| Accuracy | 85 |
| Crit Chance | 40% |
| APR | 177 |
| Speed | 0.39 |
Offense: Offhand
| Damage | 205 |
| Accuracy | 85 |
| Crit Chance | 40% |
| APR | 177 |
| Speed | 0.39 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 0% |
| Speed | 0.34602076124567 |
| Cooldown Reduction | 93.6 |
Offense: Mind
| Mindpower | 82 |
| Crit Chance | 0% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| Acid | +96% |
| Blight | +96% |
| Arcane | +96% |
| Cold | +96% |
| All | 0% |
| Mind | +108% |
| Lightning | +99% |
| Light | +96% |
| Temporal | +96% |
| Physical | +117% |
| Darkness | +96% |
| Fire | +96% |
| Nature | +96% |
Offense: Damage Penetration
| Acid | +96% |
| Blight | +96% |
| Arcane | +96% |
| Cold | +96% |
| All | 0% |
| Mind | +96% |
| Lightning | +121% |
| Light | +96% |
| Temporal | +96% |
| Physical | +121% |
| Darkness | +96% |
| Fire | +96% |
| Nature | +96% |
Defense: Base
| Armour (hardiness) | 172.00000000001 (100%) |
| Defense | 88 |
| Ranged Defense | 93 |
| Fatigue | 0 |
| Physical Save | 171 |
| Spell Save | 177 |
| Mental Save | 171 |
Defense: Resistances
| Acid | +100%(100%) |
| Blight | +100%(100%) |
| Arcane | +100%(100%) |
| Cold | +100%(100%) |
| All | +111%(100%) |
| Mind | +100%(100%) |
| Lightning | +100%(100%) |
| Light | +100%(100%) |
| Temporal | +100%(100%) |
| Physical | +100%(100%) |
| Darkness | +100%(100%) |
| Fire | +100%(100%) |
| Nature | +100%(100%) |
Defense: Immunities
| Stun Resistance | 67% |
| Confusion Resistance | 87% |
| Instadeath Resistance | 100% |
| Poison Resistance | 43% |
| Disarm Resistance | 26% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 918 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 12 turns. While Heroism is active, you will only die when reaching -733 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 2.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Stealth | 4.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Shadowflame | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Duelist | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Tactical | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Warcries | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 6.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Battle tactics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Assassination | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Throwing knives | 4.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Scoundrel | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 2.00 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Thuggery | 2.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 2.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| beneficial effect | Countering melee attacks: Has a 69% chance to get an automatic counter attack when avoiding a melee attack. (1.4 counters remaining) Counter Attacking |
| beneficial effect | Immune to physical effects. Spine of the World |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
| detrimental effect | The target is suffering from distracting wounds, and has a 3% chance to fail to use a talent and injure itself for 414 physical damage. Fumble |
| detrimental effect | The target's physical resistance has been reduced by -5%. Weakened Defenses |
| detrimental effect | The target is suffering from disabling wounds, reducing their critical strike chance by 79%. Scoundrel's Strategies |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3090. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed ice wyrm tooth. * You've found the needed xorn fragment. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed vampire lord fang. * You've found the needed orc heart. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | traveler's pair of hardened leather boots of invasion (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Res.pen +11% physical ----- def ----- Armour +3 Fatigue -5% Phys.save +11 (+2 eff.) ---------- misc Max.enc +35 A pair of boots made of leather. |
| Light source | Gilindil the Arcbutcher2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Str +5 Dex +3 Con dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Mind.save +6 (+0 eff.) ---------- misc Light +2 See.Stealth +8 See.Invis +6 Telepathy Humanoid/Orc A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Glovena the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +5 Str +10 Dex +5 Con dps ---------- Mind.crit +3% Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +25% darkness +6% blight Phys.save +20 (+3 eff.) Spell.save +15 (+1 eff.) Die.at -80.00 life Confus- +10% ---------- misc Equi/ret +0.12 Infravis +8 A cap made of leather. |
| On hands | brawler's drakeskin leather gloves of the nighthunter (0 def, 3 armour)1.0 T5 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Str +2 Dex +10 Cun dps ---------- Acc +13 (+3 eff.) ----- def ----- Armour +3 Resists +11% darkness Phys.save +10 (+2 eff.) ---------- misc Infravis +3 Cooldown Double Strike -1 Unarmed combat: Power 25.5 - 28.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Acc +26 Apr +5 Crit +27.0% Atk.spd 100% Melee+ +29 darkness On Hit: 10% Set Up 5 On Crit: 10% Dominate 5 Track: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 54 for 7 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe 'Armiyadan' (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str +4 Dex +4 Mag +4 Cun dps ---------- Phys.pwr +8 (+1 eff.) Mov.spd +10% Dmg.mod +12% physical ----- def ----- Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Resists +9% acid +12% fire +9% lightning +18% blight While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | sneakthief's voratun ring of misery0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +19 Cun +10 Dex dps ---------- Melee+ 25 bleed Ranged+ 22 bleed Acc +13 (+3 eff.) On Hit (Melee): * 18% chance to cause random gloom On Hit (Ranged): * 20% chance to cause random gloom ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | Zubylaith0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +8 Mag +10 Con dps ---------- Crit.mult +6.00% Phys.pwr +18 (+3 eff.) Res.pen +5% physical Acc +2 (+1 eff.) Melee Ret 4 physical ----- def ----- Resists +28% acid +2% physical +25% fire +20% lightning +30% cold Spell.save +16 (+1 eff.) Die.at -40.00 life Rings can have magical properties. |
| Around neck | Flashenvy the stralite amulet0.1 T4 amulet jewelry [Random Unique] Disrupt/Master While equipped: Stats +8 Dex +9 Cun +8 Con dps ---------- Phys.pwr +9 (+2 eff.) Mov.spd +10% Phys.spd +10% Dmg.mod +3% lightning +9% physical +12% mind Res.pen +25% lightning Melee Ret 12 lightning ----- def ----- Fatigue -9% Resists +26% blight +26% nature +12% mind HP.reg +1.20 Poison- +43% Disease- +40% ---------- misc Stam/turn +1.30 Amulets can have magical properties. |
| In main hand | Emelassra (50-65 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Master/Psionic Power 50.0 - 65.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 temporal On Hit: * 25% chance to put talents on cooldown On Crit: * cripple the target While equipped: Stats +2 Con dps ---------- Phys.crit +10.0% Spell.crit +3% ----- def ----- Crit.dmg- 19.00% ---------- misc Infravis +3 Telepathy Humanoid/Orc Sharp, short and deadly. |
| Around waist | drakeskin leather belt 'Lightmarrow'1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +11 Dex +11 Cun +10 Lck dps ---------- Phys.crit +15.0% Mind.crit +15% ----- def ----- Resists +3% blight +6% fire +3% darkness +9% temporal Spell.save +10 (+1 eff.) Stealth +15 Max.HP +62.00 ---------- misc T.Disarm +21 Light +3 Infravis +6 A belt that goes around your waist. |
| In off hand | warbringer's voratun dagger of massacre (50.5-65.65 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 50.5 - 65.7 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +12 (+2 eff.) Res.pen +9% physical ----- def ----- Disarm- +26% Sharp, short and deadly. |
| Cloak | Togen (3 def, 12 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +6 Wil dps ---------- Crit.mult +54.00% Acc +30 (+6 eff.) Apr +29 ----- def ----- Armour +12 Defense +3 (+1 eff.) Resists +6% blight +36% cold +5% arcane Mind.save +30 (+3 eff.) Stealth +30 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | nimble drakeskin leather armour of Toknor (21 def, 8 armour)9.0 T5 light armor [Ego++] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Mov.spd +20% ----- def ----- Armour +8 Defense +21 (+4 eff.) Rng.Def +16 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
Inventory
Rune of Reflection (absorb and reflect 300 for 5 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 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 300 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. |
shielding rune (absorb 459 for 8 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 459 damage for 8 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Abyssedge the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid Res.pen +25% acid +15% fire Melee Ret 8 fire On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +18% lightning +18% fire +9% acid Stun/Frz- +24% Amulets can have magical properties. |
Barafang the Dimspire0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Cun dps ---------- Dmg.mod +12% acid +9% darkness Res.pen +25% acid +10% darkness ----- def ----- Resists +12% darkness +18% acid Amulets can have magical properties. |
enraging voratun amulet of constitution (+8)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Con dps ---------- Phys.pwr +10 (+2 eff.) Phys.spd +10% Dmg.mod +9% physical Amulets can have magical properties. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+0 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Wildtickler the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +16 Cun +8 Wil dps ---------- Mind.pwr +13 (+3 eff.) Dmg.mod +6% nature +12% arcane Melee Ret 8 nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +16 (+3 eff.) Resists +5% arcane Max.HP +100.00 HP.reg +1.20 Heal.mod +24% Rings can have magical properties. |
gladiator's stralite ring of misery0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Str +8 Cun +8 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 17 bleed Ranged+ 20 bleed On Hit (Melee): * 18% chance to cause random gloom On Hit (Ranged): * 17% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
gladiator's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +8 Str +10 Con dps ---------- Phys.pwr +13 (+2 eff.) Acc +17 (+4 eff.) Apr +17 ----- def ----- Defense +17 (+3 eff.) Disengage: Puts all charms on 5 cooldown Level 4.0 Pwr.cost 5 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 186% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
gold ring 'Gunamas'0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +4 Str +6 Dex +5 Mag +4 Cun +4 Con dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +11 (+1 eff.) Mind.pwr +10 (+2 eff.) ---------- misc See.Invis +12 Rings can have magical properties. |
marksman's voratun ring of perseverance0.1 T5 ring jewelry [Ego] Master While equipped: Stats +10 Dex dps ---------- Acc +20 (+4 eff.) ----- def ----- HP.reg +3.30 Stun/Frz- +50% Rings can have magical properties. |
painweaver's stralite ring of misery0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +9 Cun dps ---------- Phys.pwr +17 (+3 eff.) Spell.pwr +10 (+1 eff.) Mind.pwr +16 (+3 eff.) Melee+ 17 bleed Ranged+ 21 bleed Dmg.mod +6% all On Hit (Melee): * 18% chance to cause random gloom On Hit (Ranged): * 18% chance to cause random gloom ---------- misc Hate/m.crit +3.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 9 cooldown Level 4.0 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
painweaver's voratun ring of misery0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +10 Cun dps ---------- Phys.pwr +20 (+3 eff.) Spell.pwr +13 (+2 eff.) Mind.pwr +14 (+3 eff.) Melee+ 23 bleed Ranged+ 24 bleed Dmg.mod +8% all On Hit (Melee): * 20% chance to cause random gloom On Hit (Ranged): * 20% chance to cause random gloom ---------- misc Hate/m.crit +3.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
sneakthief's voratun ring of blight (+20%)0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +10 Cun +9 Dex dps ---------- Dmg.mod +20% blight Acc +12 (+3 eff.) ----- def ----- Resists +20% blight Rings can have magical properties. |
Khulmanar's Wrath (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 15 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 313.89 fire damage, and flames will be left dealing a further 73.03 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Lisatha the Kindlefame (48.5-63.05 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 48.5 - 63.1 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 lightning +8 blight On Hit.r1 +21 fire On Hit: * 25% chance for lightning to arc to a second target While equipped: ----- def ----- Spell.save +15 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, short and deadly. |
Moon (30-39 power, 30 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 30.0 - 39.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Orc Feller (45-58.5 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Master Power 45.0 - 58.5 Physical Uses 35% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +8% light +10% physical ----- def ----- Pinning- +50% ---------- misc Light +1 Telepathy Humanoid/Orc During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
inquisitor's voratun dagger of massacre (50-65 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Disrupt/Master Power 50.0 - 65.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20 arcane resource burn On Crit: * burns latent spell energy Sharp, short and deadly. |
quick voratun dagger of massacre (48.5-63.05 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 48.5 - 63.1 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 111% While equipped: Stats +5 Dex dps ---------- Acc +8 (+2 eff.) Sharp, short and deadly. |
truestriking voratun dagger of massacre (47.5-61.75 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 47.5 - 61.8 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +12 (+3 eff.) Apr +11 Sharp, short and deadly. |
Blighted Maul (96-144 power, 22 apr)12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 96.0 - 144.0 Physical Uses 140% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 351.54 to 1054.62 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other craatures within radius 4), dealing 870.17 to 1740.34 physical damage (based on Strength) to each. Uses 22 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
quick voratun greatmaul of nature (64.5-96.75 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego++] Nature/Master Power 64.5 - 96.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 111% While equipped: Stats +10 Dex dps ---------- Res.pen +19% nature Acc +21 (+5 eff.) ----- def ----- Resists +13% all Massive two-handed mauls. |
Gunustir4.0 T4 longbow 2H weapon Reqs Shoot [Rare] Disrupt Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Resists +23% acid +17% lightning +17% cold +12% mind +23% fire Spell.save +20 (+2 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +8.00 Light +3 Telepathy Demon/Major Humanoid/Orc Demon/Minor Longbows are used to shoot arrows at your foes. |
Hurosin the Shockvalor4.0 T4 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +9 On Hit.r1 +6 mind +6 arcane While equipped: dps ---------- Mind.crit +2% Dmg.mod +29% physical Res.pen +20% lightning +30% physical ----- def ----- Rng.Def +4 (+1 eff.) Resists +12% acid +15% nature Cut- +15% Silence- +15% Res/telep +8% ---------- misc Equi/ret +0.24 Max.psi +20.00 Longbows are used to shoot arrows at your foes. |
Silyyana the Skybreaker4.0 T4 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +9 On Hit.r1 +6 fire On Hit: * 53% chance to daze at end of turn While equipped: Stats +10 Cun +8 Str dps ---------- Phys.pwr +20 (+3 eff.) Mind.pwr +16 (+3 eff.) ----- def ----- Resists +12% lightning ---------- misc Equi/ret +0.12 Psi/ret +0.16 Longbows are used to shoot arrows at your foes. |
Storm Fury4.0 T5 longbow 2H weapon Reqs Shoot [Unique] Arcane Acc+ +0.2% crit / acc Atk.spd 143% Range +10 While equipped: Stats +5 Dex +7 Mag dps ---------- Spell.pwr +20 (+2 eff.) Mov.spd +10% Ranged+ 75 lightning Dmg.mod +20% lightning ----- def ----- Rng.Def +15 (+3 eff.) Resists +20% lightning ---------- misc Masteries +0.10 Spell/Storm +0.20 Spell/Air Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Xanoth the Lustreglean4.0 T4 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +9 On Hit.r1 +10 light On Hit: * 53% chance to corrode armour by 30% * 40% chance to disease * 53% chance to inflict 15% damage reduction While equipped: Stats +8 Str dps ---------- Phys.pwr +20 (+3 eff.) Dmg.mod +15% acid +9% light +9% darkness +21% blight Res.pen +10% light ----- def ----- Resists +6% acid ---------- misc Light +3 Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Eilinumithra'4.0 T5 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit: * 49% chance to corrode armour by 30% While equipped: Stats +4 Cun dps ---------- Phys.crit +9.0% Acc +23 (+5 eff.) ----- def ----- Armour +6 Resists +6% light Mind.save +12 (+1 eff.) Disease- +25% Silence- +15% Stun/Frz- +10% Knockbk- +30% ---------- misc Infravis +2 Longbows are used to shoot arrows at your foes. |
Butcher (48-67.2 power, 12 apr)3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+4 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Gileyadig the voratun longsword (56-78.4 power, 6 apr)3.0 T5 longsword 1H weapon [Rare] Master Power 56.0 - 78.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +16 arcane On Hit.r1 +4 temporal On Crit.r2 +12 blight On Hit: * 53% chance to gain 10% of a turn (3/turn limit) * 53% chance to disease While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +20% temporal On Hit (Melee): * 26% chance to disease ----- def ----- Resists +12% blight +6% temporal Sharp, long, and deadly. |
Thunderfall (50-70 power, 6 apr)3.0 T5 mace 1H weapon Reqs Wil 30 [Unique] Psionic Power 50.0 - 70.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 26 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Oozing Heart (17-18.7 power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon Reqs Wil 36 [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 50% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+3 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+1 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 9 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 280.92 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
absorbing thorny mindstar of venom (9-9.9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego++] Nature/Psionic This natural venom should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Power 9.0 - 9.9 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +10% acid Res.pen +13% acid Melee Ret 13 acid ----- def ----- Resists +14% lightning +13% fire +16% cold +9% acid HP.reg +1.10 ---------- misc Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption 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. |
blooming thorny mindstar of slime (7-7.7 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Disrupt Power 7.0 - 7.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +7% nature On Melee Ret: * Slows global speed by 7% ----- def ----- Heal.mod +19% Heal/summ +36 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. |
epiphanous living mindstar of venom (15-16.5 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic This psionic mindstar has an epiphany about dreams. This natural venom should be returned to the wyrm. Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+3 eff.) Dmg.mod +20% mind +11% acid Res.pen +13% acid Melee Ret 17 acid ----- def ----- Resists +17% acid HP.reg +1.60 ---------- misc Psi/m.crit +0.00 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. |
gifted pulsing mindstar of life (13.5-14.85 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature Power 13.5 - 14.9 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +18 (+4 eff.) ----- def ----- Max.HP +42.00 HP.reg +1.60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Nimbusschism' (17-18.7 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. This natural venom should be returned to the wyrm. Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +16 lightning On Crit.r2 +4 temporal While equipped: dps ---------- Mind.crit +5% Mind.pwr +22 (+5 eff.) Dmg.mod +25% lightning +31% fire +22% cold +20% acid Res.pen +20% acid +15% lightning Melee Ret 18 acid ----- def ----- Resists +18% acid +3% temporal +3% lightning HP.reg +2.00 ---------- misc Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. |
living mindstar of venom (16-17.6 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature This natural venom should be returned to the wyrm. Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +17% acid Res.pen +20% acid Melee Ret 19 acid ----- def ----- Resists +20% acid HP.reg +1.70 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. |
nature's pulsing mindstar of venom (14-15.4 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature This natural venom should be returned to the wyrm. Power 14.0 - 15.4 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +17% acid +9% nature Res.pen +17% acid Melee Ret 15 acid ----- def ----- Resists +14% acid +7% blight HP.reg +1.70 Disease- +22% 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. |
Bokasarig (42-50.4 power, 6 apr, lightning element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 42.0 - 50.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 blight On Crit.r2 +12 blight While equipped: dps ---------- Phys.crit +13.0% Spell.crit +5% Spell.pwr +29 (+3 eff.) Melee+ 36 arcane Dmg.mod +42% lightning ----- def ----- Armour +18 Defense +11 (+2 eff.) Resists +5% arcane +3% temporal Silence- +10% Pinning- +10% ---------- misc Max.mana +87.00 Wards +3 lightning Talents +1 Command Staff +5 Ward Staves designed for wielders of magic, by the greats of the art. |
Dairoblek the Airgrind (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 lightning +4 light On Crit.r2 +4 lightning On Hit: * 20% chance to daze at end of turn While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +5% Crit.mult +77.00% Spell.pwr +43 (+4 eff.) Melee+ 62 fire Dmg.mod +15% lightning +30% fire Res.pen +5% lightning Melee Ret 16 lightning ----- def ----- Resists +3% lightning ---------- misc Max.mana +110.00 Light +2 See.Invis +40 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Eremaroddakhad (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str +3 Mag +5 Wil dps ---------- Phys.crit +7.0% Spell.crit +5% Crit.mult +31.00% Spell.pwr +41 (+4 eff.) Melee+ 25 arcane 25 fire Dmg.mod +30% fire Res.pen +10% blight ----- def ----- Crit.dmg- 10.00% ---------- misc Max.mana +107.00 Light +1 See.Invis +19 Telepathy Humanoid/Orc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, lightning element)5.0 T5 staff 2H weapon Reqs Mag 48 [Unique] Arcane Power 30.0 - 36.0 Physical Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +25% Spell.pwr +40 (+4 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Arcane Vortex -2 Ice Storm -2 Chain Lightning -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Staff of Destruction (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+1 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. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element)2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+3 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+1 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
Xugalle the dragonbone magestaff (30-36 power, 6 apr, blight element)5.0 T5 staff 1H weapon Reqs Mag 48 [Random Unique] Arcane/Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to cause random gloom While equipped: dps ---------- Phys.crit +9.0% Spell.crit +9% Crit.mult +9.00% Phys.pwr +13 (+2 eff.) Spell.pwr +35 (+4 eff.) Dmg.mod +30% blight Acc +13 (+3 eff.) On Hit (Melee): * 15% chance to blind ----- def ----- Armour +11 Defense +21 (+4 eff.) Resists +6% mind +6% blight ---------- misc Max.mana +20.00 Light +4 Wards +3 blight Talents +1 Command Staff +5 Ward Illuminate: Puts all charms on 3 cooldown Level 2.0 Pwr.cost 3 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 154.98 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Voruretha' (42-50.4 power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Nature Power 42.0 - 50.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 blight While equipped: Stats +7 Con +3 Wil dps ---------- Spell.crit +5% Spell.pwr +30 (+3 eff.) Dmg.mod +42% darkness ----- def ----- Resists +6% acid +15% temporal +15% darkness Crit.dmg- 10.00% Phys.save +6 (+1 eff.) Anom.red +25 HP.reg +1.30 Heal.mod +26% Disarm- +15% Def/telep +18 Res/telep +19% Dur/telep +45% ---------- misc Equi/ret +0.24 Max.psi +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of breaching (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% light Res.pen +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff of breaching (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% fire Res.pen +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone magestaff (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +21 (+2 eff.) Melee+ 12% confusion Dmg.mod +30% lightning Phasing +15% ----- def ----- Defense +19 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
greater dragonbone magestaff of protection (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +21 (+2 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ----- def ----- Resists +15% lightning +15% cold +15% arcane +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood vilestaff of greater warding (25-30 power, 5 apr, acid element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +18 (+2 eff.) Dmg.mod +25% blight +25% fire +25% darkness +25% acid ----- def ----- Armour +9 Defense +10 (+2 eff.) ---------- misc Wards +3 blight +3 fire +3 darkness +3 acid Talents +1 Command Staff +3 Ward Staves designed for wielders of magic, by the greats of the art. |
greater yew vilestaff of breaching (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +15 (+2 eff.) Dmg.mod +20% blight +20% fire +20% darkness +20% acid Res.pen +10% blight +10% fire +10% darkness +10% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood starstaff of might (28-33.6 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego] Arcane Power 28.0 - 33.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +15 (+2 eff.) Dmg.mod +28% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone magestaff (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% fire ---------- misc Mana/turn +0.26 Max.mana +73.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood vilestaff of wizardry (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +4% Spell.pwr +22 (+2 eff.) Dmg.mod +25% blight ---------- misc Mana/turn +0.34 Max.mana +158.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Trident of the Tides (80-112 power, 20 apr)3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 140% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+2 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+2 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 26 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 272.93. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Emelata1.0 T5 belt armor [Random Unique] Master While equipped: Stats +2 Con dps ---------- Phys.crit +5.0% Crit.mult +20.00% Phys.pwr +8 (+1 eff.) Apr +2 ----- def ----- Resists +12% cold +13% fire D.Red.from +37% Summoned Max.HP +20.00 A belt that goes around your waist. |
Plaguejustice1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +36% nature Res.pen +30% nature Melee Ret 20 mind On Hit (Melee): * 26 arcane resource burn ----- def ----- Resists +12% blight +10% fire +9% light +26% cold A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Dairihell the Pusquencher (18 def, 0 armour)2.0 T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.crit +8% Dmg.mod +22% darkness +6% blight Res.pen +20% darkness +15% blight On Hit (Melee): * Slows global speed by 39% ----- def ----- Defense +18 (+4 eff.) Fatigue -8% Resists +24% darkness +6% nature Phys.save +15 (+2 eff.) Stealth +25 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Toxinqueller (24 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Dex +6 Con dps ---------- Phys.pwr +20 (+3 eff.) Dmg.mod +15% nature +9% physical Res.pen +15% nature ----- def ----- Defense +24 (+5 eff.) Rng.Def +12 (+3 eff.) Resists +9% lightning Phys.save +15 (+2 eff.) ---------- misc Max.stam +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +30 (+3 eff.) ----- def ----- Defense +6 (+1 eff.) Spell.save +25 (+2 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 On Spell Hit: 5% Bone Spear 3 A silk robe, darker than the darkest night sky, it radiates power. |
Chidan (5 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +4 Mag +5 Wil +6 Cun dps ---------- Spell.crit +10% Spell.pwr +19 (+2 eff.) S.pwr/crit +6 Dmg.mod +39% darkness +12% arcane +16% light Res.pen +15% blight +20% arcane On Hit (Melee): * 20% chance to disease ----- def ----- Defense +5 (+1 eff.) Resists +28% darkness +3% blight Silence- +47% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Isaralaith (5 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +12 Wil +6 Cun dps ---------- Spell.crit +22% Spell.pwr +37 (+4 eff.) Dmg.mod +16% light +20% darkness ----- def ----- Defense +5 (+1 eff.) Spell.save +9 (+1 eff.) ---------- misc Mana/turn +0.62 Psi/turn +0.37 Max.mana +100.00 See.Invis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Isolralle the Furnaceradiance (11 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +13 Str +6 Dex +7 Mag +7 Wil +4 Con dps ---------- Phys.crit +4.0% Dmg.mod +14% lightning +11% physical +13% cold Res.pen +15% fire Melee Ret 20 physical ----- def ----- Defense +11 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +11% lightning +10% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% fire +10% cold Spell.save +18 (+2 eff.) Mind.save +15 (+1 eff.) Blind- +40% ---------- misc Mana/turn +1.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. This item has been sent to the Item's Vault. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+2 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Dairydrarig the Nimbusvengeance (0 def, 2 armour)1.0 T3 hands armor [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Phys.pwr +12 (+2 eff.) Melee+ 14 darkness Dmg.mod +8% darkness Melee Ret 8 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +2 Resists +11% darkness Phys.save +30 (+4 eff.) Max.HP +40.00 ---------- misc Max.stam +15.00 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 11% chance to inflict 15% damage reduction * 40% chance to daze at end of turn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Issakalthogar the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Rare] Arcane While equipped: Stats +10 Mag +11 Wil dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +8% arcane Phasing +40% ----- def ----- Armour +2 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% Phasing +30% Melee+ +25 arcane +12 blight On Crit.r2 +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of archery (0 def, 7 armour)1.0 T3 hands armor [Ego++] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +7 (+2 eff.) Apr +9 ----- def ----- Armour +7 Mind.save +10 (+1 eff.) Max.HP +60.00 Unarmed combat: Power 20.0 - 22.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Acc +15 Apr +11 Crit +3.0% Atk.spd 100% On Hit: 10% Battle Shout 3 On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 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. |
voratun gauntlets of dispersion (0 def, 3 armour)1.5 T5 hands armor Reqs Heavy Armour Training [Ego+] Arcane While equipped: Stats +10 Wil +10 Mag dps ---------- Melee+ 19 arcane ----- def ----- Armour +3 Resists +10% arcane Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% Melee+ +19 arcane On Hit: 10% Manathrust 3 Disperse Magic: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Belokira the drakeskin leather cap (0 def, 7 armour)2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +12% acid ----- def ----- Armour +7 Fatigue +5% Resists +10% blight +12% cold +9% darkness Phys.save +19 (+3 eff.) Spell.save +12 (+1 eff.) Mind.save +7 (+1 eff.) Blind- +5% Confus- +10% ---------- misc Breathe water Circle of Sanctity: (Instant) Puts all charms on 13 cooldown Level 4.0 Pwr.cost 13 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A cap made of leather. |
hardened leather cap 'Islille' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Cun +12 Dex ----- def ----- Armour +3 Fatigue -3% Resists +19% darkness Crit.dmg- 10.00% ---------- misc Light +3 Infravis +5 Telepathy Dragon A cap made of leather. |
fearforged voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy Armour Training [Ego+] Arcane While equipped: Stats +10 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +31% Resists +12% fire -20% light +14% darkness Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) A suit of armour made of mail. |
Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+1 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 37, based on Cunning and Magic) for 10 turns. Uses 22 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Masochism (0 def, 0 armour)9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+1 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 71 Blood Grasp: Level 5.0 Pwr.cost 6 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 333.69 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Thundertrial the hardened leather armour (10 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +8 Str +13 Dex dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +15% lightning Apr +4 On Hit (Melee): * 36% chance to daze at end of turn ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +8% Resists +12% temporal Phys.save +14 (+2 eff.) Heal.mod +15% A suit of armour made of leather. |
nimble drakeskin leather armour of Toknor (21 def, 8 armour)9.0 T5 light armor [Ego++] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +5.0% Crit.mult +18.00% Phys.pwr +10 (+2 eff.) Mov.spd +20% ----- def ----- Armour +8 Defense +21 (+4 eff.) Rng.Def +16 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
Belylaith the Infernowither (19/19, 58.5-81.9 power, 23 apr)3.0 T5 arrow ammo [Random Unique] Nature/Psionic Power 58.5 - 81.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +23 Crit +3.0% Capacity 19 Ranged+ +45 darkness +30 gravity +50 cold +4 mind Against +30% Living On Hit.r1 +4 mind On Crit.r2 +23 cold +8 fire On Hit: * 53 arcane resource burn * 10% chance to crush the target While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
Bogdare (24/62, 54-75.6 power, 18 apr)3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 54.0 - 75.6 Arcane Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 62 Ranged+ +51 blight +24 arcane +8 nature On Hit.r1 +4 arcane On Hit: 20% Epidemic 5 On Hit: * Slows global speed by 20% * 45% chance to disease While equipped: ---------- misc Reload +6 Arrows are used with bows to pierce your foes to death. |
Poluganne the Corruptionsweeper (21/21, 61-85.4 power, 14 apr)3.0 T4 arrow ammo [Random Unique] Master/Psionic Power 61.0 - 85.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +14 Crit +20.5% Capacity 21 Ranged+ +65 physical +16 mind On Crit.r2 +8 nature On Hit: * Slows global speed by 40% * 10% chance to knock the target back On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr)3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 50% Dex, 70% Str Acc+ +0.2% crit / acc Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Tublek the quiver of yew arrows (16/16, 53.5-74.9 power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 53.5 - 74.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 16 Proj.spd +200% Ranged+ +24 mind +51 physical On Hit.r1 +16 physical While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
high-capacity quiver of dragonbone arrows of accuracy (54/54, 54.5-76.3 power, 18 apr)3.0 T5 arrow ammo [Ego] Master Power 54.5 - 76.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Acc +15 Apr +18 Crit +3.0% Capacity 54 While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
plaguebringer's quiver of dragonbone arrows of annihilation (21/21, 72-100.8 power, 33 apr)3.0 T5 arrow ammo [Ego++] Arcane/Master Power 72.0 - 100.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +33 Crit +17.0% Capacity 21 Proj.spd +200% Ranged+ +24 blight On Hit: 10% Epidemic 5 On Hit: * 9% chance to disease Arrows are used with bows to pierce your foes to death. |
sentry's quiver of dragonbone arrows of torment (48/48, 69-96.6 power, 36 apr)3.0 T5 arrow ammo [Ego++] Arcane/Psionic Power 69.0 - 96.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +36 Crit +3.0% Capacity 48 Rld cld 0 Ranged+ +29 mind +30 darkness On Hit: * 20% chance to torment the target Arrows are used with bows to pierce your foes to death. |
697 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+0 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Relguzilakor0.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +8 Mag dps ---------- Spell.pwr +14 (+2 eff.) Dmg.mod +12% light Res.pen +12% all Apr +12 Melee Ret 12 arcane 20 acid ----- def ----- Resists +10% darkness Affinity +5% light ---------- misc Mana/turn +0.12 Max.mana +40.00 Light +11 Sun Flare: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 64.63 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Starsweep the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +21% light +15% fire Res.pen +25% light +20% fire Melee Ret 22 light ----- def ----- Resists +24% fire Blind- +34% Confus- +22% ---------- misc Light +8 See.Stealth +16 See.Invis +17 Track: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 54 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Swamptooth1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +4 Con dps ---------- Dmg.mod +3% nature +3% physical Res.pen +10% nature Melee Ret 8 physical ----- def ----- Defense +17 (+3 eff.) Rng.Def +6 (+1 eff.) Resists +15% blight +3% darkness +9% nature Phys.save +44 (+5 eff.) Spell.save +49 (+5 eff.) Mind.save +20 (+2 eff.) HP.reg +6.50 Heal.mod +29% ---------- misc Stam/turn +0.60 Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 4.0 Pwr.cost 8 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 54 for 7 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." |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 5 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 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. |
4 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 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 (3/4)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 86 power out of 315/400 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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Zubarenn [power 1] (5 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% physical ----- def ----- Armour +4 Die.at -80.00 life Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 5 cooldown 100% to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
5 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. |
5 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
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. |
8 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. |
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By KnocksNRoll the Cornac Adventurer level 47
13rd Regrowth 123rd year of Ascendancy at 10:40 see stats
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By KnocksNRoll the Cornac Adventurer level 22
8th Mirth 122nd year of Ascendancy at 02:24 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By KnocksNRoll the Cornac Adventurer level 46
9th Allure 123rd year of Ascendancy at 10:04 see stats
Arachnophobia (Madness (Roguelike) difficulty)
Destroyed the spydric menace.By KnocksNRoll the Cornac Adventurer level 50
40th Pyre 123rd year of Ascendancy at 03:13 see stats
Are you out of your mind?! (Madness (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By KnocksNRoll the Cornac Adventurer level 50
52nd Pyre 123rd year of Ascendancy at 10:24 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By KnocksNRoll the Cornac Adventurer level 50
38th Pyre 123rd year of Ascendancy at 23:53 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By KnocksNRoll the Cornac Adventurer level 34
2nd Haze 122nd year of Ascendancy at 20:53 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By KnocksNRoll the Cornac Adventurer level 47
23rd Regrowth 123rd year of Ascendancy at 12:50 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By KnocksNRoll the Cornac Adventurer level 50
36th Pyre 123rd year of Ascendancy at 14:54 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By KnocksNRoll the Cornac Adventurer level 9
78th Pyre 122nd year of Ascendancy at 16:20 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By KnocksNRoll the Cornac Adventurer level 29
7th Dusk 122nd year of Ascendancy at 17:55 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By KnocksNRoll the Cornac Adventurer level 34
73rd Dusk 122nd year of Ascendancy at 01:59 see stats
Flooder (Madness (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By KnocksNRoll the Cornac Adventurer level 50
48th Pyre 123rd year of Ascendancy at 06:48 see stats
Guiding Hand (Madness (Roguelike) difficulty)
Saved all escorted adventurers.By KnocksNRoll the Cornac Adventurer level 48
36th Pyre 123rd year of Ascendancy at 03:03 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By KnocksNRoll the Cornac Adventurer level 22
8th Mirth 122nd year of Ascendancy at 02:31 see stats
I cleared the room of death and all I got was this lousy achievement! (Madness (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By KnocksNRoll the Cornac Adventurer level 50
52nd Pyre 123rd year of Ascendancy at 11:06 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By KnocksNRoll the Cornac Adventurer level 10
79th Pyre 122nd year of Ascendancy at 00:30 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By KnocksNRoll the Cornac Adventurer level 20
7th Mirth 122nd year of Ascendancy at 21:41 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By KnocksNRoll the Cornac Adventurer level 30
7th Dusk 122nd year of Ascendancy at 21:50 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By KnocksNRoll the Cornac Adventurer level 40
40th Haze 122nd year of Ascendancy at 21:28 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By KnocksNRoll the Cornac Adventurer level 50
36th Pyre 123rd year of Ascendancy at 11:58 see stats
Oozemancer (Madness (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By KnocksNRoll the Cornac Adventurer level 41
48th Haze 122nd year of Ascendancy at 22:48 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By KnocksNRoll the Cornac Adventurer level 35
3rd Haze 122nd year of Ascendancy at 04:14 see stats
Race through fire (Madness (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By KnocksNRoll the Cornac Adventurer level 50
4th Flare 123rd year of Ascendancy at 00:51 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By KnocksNRoll the Cornac Adventurer level 33
9th Dusk 122nd year of Ascendancy at 08:51 see stats
Savior of the damsels in distress (Madness (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By KnocksNRoll the Cornac Adventurer level 28
6th Flare 122nd year of Ascendancy at 16:10 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By KnocksNRoll the Cornac Adventurer level 24
5th Flare 122nd year of Ascendancy at 22:57 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By KnocksNRoll the Cornac Adventurer level 15
6th Mirth 122nd year of Ascendancy at 11:16 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By KnocksNRoll the Cornac Adventurer level 50
36th Pyre 123rd year of Ascendancy at 15:37 see stats
Tales of the Spellblaze (Madness (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By KnocksNRoll the Cornac Adventurer level 22
8th Mirth 122nd year of Ascendancy at 02:24 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By KnocksNRoll the Cornac Adventurer level 10
79th Pyre 122nd year of Ascendancy at 15:52 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By KnocksNRoll the Cornac Adventurer level 22
8th Mirth 122nd year of Ascendancy at 02:24 see stats
The Right thing to do (Madness (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By KnocksNRoll the Cornac Adventurer level 33
49th Dusk 122nd year of Ascendancy at 13:25 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By KnocksNRoll the Cornac Adventurer level 27
6th Flare 122nd year of Ascendancy at 07:45 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By KnocksNRoll the Cornac Adventurer level 33
72nd Dusk 122nd year of Ascendancy at 08:15 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By KnocksNRoll the Cornac Adventurer level 4
75th Pyre 122nd year of Ascendancy at 14:53 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By KnocksNRoll the Cornac Adventurer level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By KnocksNRoll the Cornac Adventurer level 50
42nd Haze 123rd year of Ascendancy at 17:43 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By KnocksNRoll the Cornac Adventurer level 45
9th Allure 123rd year of Ascendancy at 05:37 see stats
Well trained (Madness (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By KnocksNRoll the Cornac Adventurer level 35
3rd Haze 122nd year of Ascendancy at 04:25 see stats
Log
KnocksNRoll HEALS from physical damage!
KnocksNRoll HEALS from temporal damage!
KnocksNRoll HEALS from arcane damage!
KnocksNRoll HEALS from darkness damage!
Doomed Shade of KnocksNRoll HEALS from physical damage!
Doomed Shade of KnocksNRoll HEALS from arcane damage!
Doomed Shade of KnocksNRoll HEALS from darkness damage!
Doomed Shade of KnocksNRoll HEALS from lightning damage!
Doomed Shade of KnocksNRoll HEALS from temporal damage!
Doomed Shade of KnocksNRoll HEALS from nature damage!
Doomed Shade of KnocksNRoll HEALS from blight damage!
KnocksNRoll hits Doomed Shade of KnocksNRoll for (14 resist armour), 0 physical, 2 healing, (41 resist armour), 0 lightning, 7 healing, (14 resist armour), 0 physical, 2 healing, (41 resist armour), 0 lightning, 7 healing (0 total damage) [18 healing].
Fumble hits KnocksNRoll for 1495 physical, 211 healing (1495 total damage) [211 healing].
Blade Flurry hits KnocksNRoll for (106 parried), 986 physical, 139 healing, 35 temporal, 5 healing, 142 darkness, 21 healing, (106 parried), 1059 physical, 149 healing, 142 darkness, 21 healing (2364 total damage) [335 healing].
Doomed Shade of KnocksNRoll hits KnocksNRoll for 21 arcane, 3 healing, 21 arcane, 3 healing (41 total damage) [6 healing].
Doomed Shade of KnocksNRoll hits Doomed Shade of KnocksNRoll for (241 parried), (93 resist armour), 1269 nature, 232 healing, (35 resist armour), 0 temporal, 6 healing, (93 resist armour), 49 darkness, 24 healing, (12 resist armour), 0 physical, 2 healing, (36 resist armour), 0 lightning, 6 healing, (241 parried), (93 resist armour), 1508 nature, 273 healing, (93 resist armour), 49 darkness, 24 healing, (12 resist armour), 0 physical, 2 healing, (36 resist armour), 0 lightning, 6 healing, 1184 healing, (93 resist armour), 12085 physical, 2425 healing, (35 resist armour), 0 temporal, 6 healing, (93 resist armour), 49 darkness, 24 healing, (12 resist armour), 0 physical, 2 healing, (36 resist armour), 0 lightning, 6 healing, (93 resist armour), 10915 physical, 2192 healing, (93 resist armour), 49 darkness, 24 healing, (12 resist armour), 0 physical, 2 healing, (36 resist armour), 0 lightning, 6 healing, (93 resist armour), 1124 physical, 239 healing, (35 resist armour), 0 blight, 6 healing, (74 resist armour), 0 arcane, 13 healing, (93 resist armour), 49 darkness, 24 healing, (12 resist armour), 0 physical, 2 healing, (36 resist armour), 0 lightning, 6 healing, (93 resist armour), 13410 physical, 2689 healing, (35 resist armour), 0 temporal, 6 healing, (93 resist armour), 49 darkness, 24 healing, (12 resist armour), 0 physical, 2 healing, (36 resist armour), 0 lightning, 6 healing, (93 resist armour), 12143 physical, 2437 healing, (93 resist armour), 49 darkness, 24 healing, (12 resist armour), 0 physical, 2 healing, (36 resist armour), 0 lightning, 6 healing, (93 resist armour), 12537 physical, 2515 healing, (35 resist armour), 0 temporal, 6 healing, (93 resist armour), 49 darkness, 24 healing, (12 resist armour), 0 physical, 2 healing, (36 resist armour), 0 lightning, 6 healing, (93 resist armour), 13342 physical, 2676 healing, (93 resist armour), 49 darkness, 24 healing, (12 resist armour), 0 physical, 2 healing, (36 resist armour), 0 lightning, 6 healing, (93 resist armour), 1113 physical, 237 healing, (35 resist armour), 0 blight, 6 healing, (74 resist armour), 0 arcane, 13 healing, (93 resist armour), 49 darkness, 24 healing, (12 resist armour), 0 physical, 2 healing, (36 resist armour), 0 lightning, 6 healing (79941 total damage) [17485 healing].
Greater Weapon Focus from Doomed Shade of KnocksNRoll hits KnocksNRoll for 21 arcane, 3 healing (21 total damage) [3 healing].
Greater Weapon Focus from Doomed Shade of KnocksNRoll hits Doomed Shade of KnocksNRoll for (241 parried), (93 resist armour), 1643 nature, 296 healing, (35 resist armour), 0 temporal, 6 healing, (93 resist armour), 49 darkness, 24 healing, (12 resist armour), 0 physical, 2 healing, (36 resist armour), 0 lightning, 6 healing, (93 resist armour), 14307 nature, 2456 healing, (93 resist armour), 49 darkness, 24 healing, (12 resist armour), 0 physical, 2 healing, (36 resist armour), 0 lightning, 6 healing, (93 resist armour), 1145 physical, 244 healing, (35 resist armour), 0 blight, 6 healing, (74 resist armour), 0 arcane, 13 healing, (93 resist armour), 49 darkness, 24 healing, (12 resist armour), 0 physical, 2 healing, (36 resist armour), 0 lightning, 6 healing (17243 total damage) [3117 healing].
Doomed Shade of KnocksNRoll is moving at extreme speed!
Doomed Shade of KnocksNRoll uses Whirlwind.
Doomed Shade of KnocksNRoll becomes a whirlwind of weapons!
Doomed Shade of KnocksNRoll slows down.
KnocksNRoll evades Doomed Shade of KnocksNRoll's Quickdraw Knife.
Doomed Shade of KnocksNRoll uses Dirty Fighting.
Doomed Shade of KnocksNRoll performs a melee critical strike against Doomed Shade of KnocksNRoll!
Greater Weapon Focus from Doomed Shade of KnocksNRoll performs a melee critical strike against Doomed Shade of KnocksNRoll!
Blade Flurry performs a melee critical strike against KnocksNRoll!
KnocksNRoll shrugs off the effect 'Deadly Poison'!
Blade Flurry performs a melee critical strike against KnocksNRoll!
Saving game...













































































































































































































