












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Improved Auto-explore and Rest 1.7.2Quality 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. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Better Item Description 1.7.2This 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 Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Sun Paladin |
| Level / Exp | 50 / 128% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nymina the venom wyrm at level 50 on the 21st Loss 123rd year of Ascendancy at 00:50 / 2Killed by Gorbat, Supreme Wyrmic of the Pride at level 50 on the 22nd Loss 123rd year of Ascendancy at 10:39 |
Primary Stats
| Strength | 82 (base 60) |
| Dexterity | 19 (base 10) |
| Constitution | 49 (base 20) |
| Magic | 63 (base 65) |
| Willpower | 30 (base 20) |
| Cunning | 60 (base 60) |
Resources
| Life | -145/1973 |
| Mana | 483/568 |
| Stamina | 270/349 |
| Positive | 215/235 |
| Healing Factor | 1.9232873839945 |
| Regeneration | 8.1739713819764 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | -3.3306690738755E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13.132091952673 |
| Infravision | 3 |
| See Stealth | 13 |
| See Invisible | 16 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 180 |
| Accuracy | 70 |
| Crit Chance | 58% |
| APR | 52 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +20% |
| Nature | +20% |
| Physical | +28% |
| Fire | 0% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +25% |
| Light | +57% |
| Arcane | +10% |
| Physical | +23% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 131.66045976337 (93.568973732692%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 35 |
| Physical Save | 62 |
| Spell Save | 50 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 70%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 35%( 70%) |
| Light | + 48%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 42%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 10% |
| Blind Resistance | 100% |
| Silence Resistance | 82% |
| Bleed Resistance | 70% |
| Disarm Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 51% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 415 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 127 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 980% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Celestial / Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Technique / Shield offense | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | 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 Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Yvykira the orc master assassin. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by Segle. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shardskin. * 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * 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: 396. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Cyrakira (0 def, 8 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +8 Resists +6% acid +1% physical Mind.save +6 (+2 eff.) Max.HP +80.00 Heal.mod +10% Poison- +10% Silence- +38% Confus- +38% Stun/Frz- +38% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +3 A pair of boots made of leather. |
| Light source | Yvidhekira the alchemist's lamp1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex dps ---------- Crit.mult +10.00% ----- def ----- Armour +2 Defense +16 (+7 eff.) Phys.save +13 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) Max.HP +48.00 Blind- +28% Confus- +15% ---------- misc Stam/turn +1.00 Light +9 See.Stealth +13 See.Invis +16 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Shinehack (0 def, 15 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Acc +25 (+6 eff.) ----- def ----- Armour +15 Resists +21% fire +9% nature +6% temporal Max.HP +60.00 Blind- +20% Knockbk- +20% ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Skymistress the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +2.0% Res.pen +10% physical Acc +25 (+6 eff.) Melee Ret 10 lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Die.at -20.00 life HP.reg +4.00 Stun/Frz- +24% Rings make your fingers look great! |
| On fingers | Bethadhethra0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Mind.crit +3% Crit.mult +15.00% Mind.pwr +5 (+2 eff.) Acc +12 (+3 eff.) Apr +14 ----- def ----- Defense +14 (+6 eff.) Mind.save +7 (+2 eff.) Silence- +44% Confus- +37% ---------- misc Mana/turn +0.24 Max.hate +6.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 84% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | voratun amulet 'Bleakwarden'0.1 T5 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Melee Ret 4 darkness ----- def ----- Resists +6% acid +12% nature +6% blight +12% cold +28% mind +16% lightning Heal.mod +30% Cut- +70% Confus- +48% Stun/Frz- +44% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 178 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | voratun waraxe 'Ivorath' (59-83 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Master Power 59.0 - 82.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +10 Str dps ---------- Phys.crit +16.0% Crit.mult +33.00% Dmg.mod +11% physical Acc +23 (+5 eff.) Apr +15 ----- def ----- Armour +8 One-handed war axes. |
| Around waist | Shimmersin the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +6.00% Phys.pwr +6 (+2 eff.) Dmg.mod +3% lightning +17% physical Res.pen +25% lightning +13% physical +10% arcane Melee Ret 8 lightning ----- def ----- Anom.red +20 Max.HP +80.00 ---------- misc Max.mana +74.00 Max.stam +52.00 Max.hate +18.00 Max.psi +38.00 Max.vim +39.00 Max.P.En +38.00 Max.N.En +40.00 A belt that goes around your waist. |
| In off hand | Nerylle (0 def, 36 armour, 72-87 power, 319 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Master When used to Attack: Power 72.5 - 87.0 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +319 Melee+ +4 arcane While equipped: Stats +6 Con dps ---------- Crit.mult +5.00% Phys.pwr +10 (+3 eff.) ----- def ----- Armour +36 Fatigue +8% Resists +28% fire +30% cold Phys.save +13 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Glittershaper' (2 def, 10 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +19.00% Dmg.mod +12% light Res.pen +15% light Acc +11 (+2 eff.) Apr +10 On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +10 Defense +2 (+1 eff.) Resists +6% mind +17% cold Stealth +10 Max.HP +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Singe's kiss (0 def, 21 armour)17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +11 Con ----- def ----- Armour +21 Fatigue +22% Resists +26% acid +13% physical +27% fire +10% lightning +27% cold Crit.dmg- 15.00% Max.HP +69.00 Disarm- +40% Stun/Frz- +30% Knockbk- +31% ---------- misc Light +3 Breathe water Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 212; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 212 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -798; dur 5; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -798 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1654 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 631; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 631 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 22%; magical, physical; dur 2; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 30%; mental; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; nature, physical, mind, fire)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 nature, 4 physical, 4 mind, 3 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 257; dur 4; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 256.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 111; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 111 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 107; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 107 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 394; dur 6; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 394 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 439; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 439 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 132; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 132 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Isselerek the Noonkill0.1 T5 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Dmg.mod +6% light Melee Ret 8 nature 8 light ----- def ----- Fatigue -8% Resists +22% blight +19% temporal +25% nature +3% light HP.reg +4.00 Poison- +40% Disease- +47% Pinning- +42% Knockbk- +44% Amulets make your neck look great! |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 276 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
grounding copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Heal.mod +11% Cut- +50% Stun/Frz- +24% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 178 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Duskstone the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% darkness Acc +15 (+3 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Defense +15 (+7 eff.) Resists +12% darkness +2% physical Mind.save +8 (+2 eff.) Confus- +32% Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Elolle the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +6 Con ----- def ----- Resists +3% mind Crit.dmg- 5.00% Max.HP +20.00 Disarm- +22% Pinning- +23% Knockbk- +21% ---------- misc See.Invis +3 Rings make your fingers look great! |
Hellsfiend the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Resists +5% arcane +3% mind Die.at -40.00 life HP.reg +1.00 Heal.mod +5% Cut- +20% Stun/Frz- +20% Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Zubilaith the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Dex dps ---------- Phys.crit +2.0% Crit.mult +10.00% Phys.pwr +29 (+7 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Armour +8 Defense +15 (+7 eff.) Die.at -80.00 life ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
stralite ring 'Treeworm'0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +13 (+4 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +15% arcane Melee Ret 6 nature ----- def ----- Resists +5% arcane Max.HP +32.00 HP.reg +4.00 Disarm- +26% Pinning- +32% Stun/Frz- +25% Knockbk- +41% Rings make your fingers look great! |
stralite ring 'Voretira'0.1 T4 ring jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Acc +30 (+7 eff.) ----- def ----- Resists +9% acid +2% physical Max.HP +44.00 Disarm- +60% Confus- +20% Pinning- +40% Knockbk- +39% Rings make your fingers look great! |
inquisitor's voratun battleaxe of massacre (72-109 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Disrupt/Master Power 72.5 - 108.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Deals 66 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed battleaxes. |
Islimira the Charworm (46-74 power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Arcane Power 46.5 - 74.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +16 blight +21 mind On Hit: * 21% chance to reduce all saves and defense by 25 * 25% chance for lightning to strike from the target to a second target dealing 71 damage While equipped: dps ---------- Res.pen +26% blight +26% fire +26% mind On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 22 Massive two-handed swords. |
Breezedash (44-62 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 44.5 - 62.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +30 nature On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to slow global speed by 51% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Phys.crit +11.0% Crit.mult +13.00% Apr +10 ----- def ----- Resists +9% temporal Sharp, long, and deadly. |
Butcher (48-67 power, 12 apr)3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) 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." |
Frozenfury (43-60 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Master/Psionic Power 43.0 - 60.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +18 darkness +4 blight Against +13% Living On Hit.r1 +12 cold On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +9 Str +4 Wil dps ---------- Phys.crit +13.0% Phys.pwr +15 (+4 eff.) Spell.pwr +5 (+1 eff.) Dmg.mod +3% cold +13% physical Acc +17 (+4 eff.) ----- def ----- Spell.save +12 (+4 eff.) Sharp, long, and deadly. |
Chargeravager the voratun mace (44-62 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 44.0 - 61.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +18 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage While equipped: dps ---------- Dmg.mod +6% lightning +15% fire Res.pen +20% lightning Acc +6 (+1 eff.) ----- def ----- Defense +12 (+6 eff.) Resists +12% fire Disarm- +40% Blunt and deadly. |
voratun mace 'Rainfame' (45-63 power, 31 apr)3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 45.0 - 63.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +31 Crit +3.0% Atk.spd 100% Phasing +18% While equipped: Stats +9 Str +7 Dex +4 Mag dps ---------- Phys.spd +10% Dmg.mod +6% cold +13% physical Res.pen +5% arcane +10% cold Acc +46 (+10 eff.) Melee Ret 4 arcane ----- def ----- Resists +5% arcane +12% cold ---------- misc Light +2 Blunt and deadly. |
voratun mace 'Rainwild' (44-62 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Master/Psionic Power 44.0 - 61.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +18 mind On Hit: * 35% chance to reduce all saves and defense by 25 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +5 Cun +6 Wil dps ---------- Phys.crit +14.0% Crit.mult +29.00% Res.pen +20% cold Apr +13 ----- def ----- Resists +18% light +6% darkness Blunt and deadly. |
living mindstar of storms (16-17 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 15.5 - 17.1 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +5 Dex +7 Mag +6 Wil +7 Cun +6 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Melee+ 15 lightning Dmg.mod +10% lightning Res.pen +8% lightning ----- def ----- Resists +14% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
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 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+10 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
Vorenn the dragonbone magestaff (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +12 Mag dps ---------- Spell.crit +9% Spell.pwr +21 (+7 eff.) Dmg.mod +30% lightning +12% physical +16% blight Phasing +28% Melee Ret 8 blight ----- def ----- Defense +22 (+9 eff.) Shield.pwr +20% ---------- misc See.Invis +18 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short dragonbone magestaff (30-36 power, 6 apr, cold element)5.0 T5 staff 1H weapon [Ego] Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stormbringer's stralite steamgun4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego+] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Crit.r2 +34 lightning +33 cold Uses 2.0 Steam While equipped: dps ---------- Mov.spd +29% Res.pen +15% lightning +21% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Gluwe the voratun waraxe (40-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 blight +19 light Against +30% Undead On Hit.r1 +20 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 22 While equipped: dps ---------- Res.pen +13% all Acc +17 (+4 eff.) Apr +13 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Resists +9% blight One-handed war axes. |
voratun waraxe (38-53 power, 6 apr)3.0 T5 waraxe 1H weapon [Normal] Power 38.0 - 53.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% One-handed war axes. |
voratun waraxe 'Khelisin' (40-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 light Against +18% Undead While equipped: Stats +5 Str +6 Dex +2 Con dps ---------- Phys.spd +10% Dmg.mod +9% physical Acc +30 (+7 eff.) Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 32% ---------- misc Light +1 Infravis +1 One-handed war axes. |
voratun waraxe 'Salutta' (42-58 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Psionic Power 41.5 - 58.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +15 nature +12 physical On Crit.r2 +29 lightning +41 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Mov.spd +33% Res.pen +17% lightning +21% cold Acc +15 (+3 eff.) Apr +2 One-handed war axes. |
drakeskin leather belt 'Cracklequeen'1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +2 Str +18 Dex +2 Mag +11 Cun dps ---------- Phys.crit +30.0% Mind.crit +23% Mind.pwr +8 (+3 eff.) ----- def ----- Resists +6% lightning Phys.save +14 (+3 eff.) ---------- misc Infravis +3 See.Invis +6 A belt that goes around your waist. |
drakeskin leather belt 'Xiwen'1.0 T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Mag +5 Wil ----- def ----- Defense +19 (+8 eff.) Resists +9% temporal +1% physical Mind.save +18 (+5 eff.) Stealth +15 Max.HP +110.00 Disarm- +10% Confus- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.55 Max.mana +54.00 A belt that goes around your waist. |
hardened leather belt 'Aeruwen'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +15% arcane Res.pen +10% physical Acc +20 (+5 eff.) Apr +2 ----- def ----- Armour +14 Defense +25 (+10 eff.) Resists +10% fire +9% cold A belt that goes around your waist. |
spiritwalker's hardened leather belt of unlife1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +3 Mag ----- def ----- Resists +7% blight ---------- misc Mana/turn +0.22 Max.mana +28.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 41 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Vorabeth (1 def, 2 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +6% nature Phys.save +7 (+1 eff.) Spell.save +15 (+5 eff.) Mind.save +7 (+2 eff.) Die.at -50.00 life Max.HP +100.00 HP.reg +4.00 Heal.mod +10% Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+2 eff.) ----- def ----- Resists +10% blight +13% all Mind.save +19 (+5 eff.) Max.HP +76.00 HP.reg +3.90 Heal.mod +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gunuchik the pair of drakeskin leather boots (15 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +2.0% Spell.pwr +10 (+3 eff.) Dmg.mod +12% physical Res.pen +10% arcane Apr +3 ----- def ----- Armour +5 Defense +15 (+7 eff.) Resists +13% fire +10% cold ---------- misc Stam/turn +1.20 Max.stam +22.00 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
invigorating pair of voratun boots of tirelessness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -4% Max.HP +50.00 ---------- misc Stam/turn +1.50 Max.stam +29.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Adulle' (16 def, 11 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +11 Defense +16 (+7 eff.) Resists +3% nature +9% cold HP.reg +4.18 Blind- +21% Pinning- +10% Knockbk- +10% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of hardened leather boots 'Voruma' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Mag +3 Wil +2 Con dps ---------- Dmg.mod +3% acid Melee Ret 8 temporal ----- def ----- Armour +3 Resists +3% acid Silence- +23% Confus- +20% Stun/Frz- +23% Def/telep +10 Res/telep +10% Dur/telep +10% Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
pair of iron boots 'Murkmistress' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Dex +2 Con dps ---------- Dmg.mod +3% physical Res.pen +5% darkness +15% physical Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +23% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+3 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 52.04 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
mindcaging dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +13% mind Mind.save +13 (+4 eff.) Confus- +26% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
starseer's elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +9% darkness +9% temporal +14% light +11% physical ----- def ----- Defense +3 (+2 eff.) A pointy cloth hat, very wizardly... |
Glintspike the voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light +15% fire Res.pen +20% mind Melee Ret 6 mind 6 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +12% Resists +9% fire +16% mind +15% light Max.HP +79.00 HP.reg +11.00 Heal.mod +19% ---------- misc Light +3 A suit of armour made of mail. |
voratun mail armour 'Blindwither' (18 def, 19 armour)14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Str +2 Dex +6 Cun +6 Con dps ---------- Phys.crit +1.0% Phys.pwr +25 (+6 eff.) Res.pen +10% light Melee Ret 6 physical ----- def ----- Armour +19 Defense +18 (+8 eff.) Fatigue +12% Resists +23% temporal Mind.save +23 (+6 eff.) Max.HP +42.00 A suit of armour made of mail. |
nimble drakeskin leather armour of the deep (34 def, 12 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +7 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +12 Defense +34 (+13 eff.) Fatigue +8% Resists +14% acid +13% cold ---------- misc Breathe water A suit of armour made of leather. |
Revenant (8 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) Silence- +0% Confus- +0% Pinning- +80% Stun/Frz- +0% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Blightstopper (18 def, 12 armour, 52-62 power, 240 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature/Disrupt When used to Attack: Power 52.0 - 62.4 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +240 Dmg.conv 30% nature 10% manaburn arcane While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+8 eff.) Rng.Def +12 (+6 eff.) Fatigue +22% Resists +35% blight +15% nature +0% arcane Spell.save +24 (+8 eff.) Poison- +0% Disease- +60% ---------- misc Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 3 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 24 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Fire Dragon Shield (16 def, 9 armour, 58-70 power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+7 eff.) Rng.Def +15 (+7 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Shieldsmaiden (5 def, 20 armour, 48-58 power, 150 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 48.0 - 57.6 Ice Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+3 eff.) Rng.Def +12 (+6 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+8 eff.) Rng.Def +10 (+5 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
crackling voratun shield (0 def, 10 armour, 66-80 power, 193.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 66.5 - 79.8 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +194 Melee+ +20 lightning While equipped: Stats +4 Dex dps ---------- Melee Ret 30 lightning ----- def ----- Armour +10 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
elemental quiver of dragonbone arrows of crippling (20/20, 54-75 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego++] Arcane/Master Power 53.5 - 74.9 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +21.0% Capacity 20 On Hit: * Create an explosion dealing 94 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
270 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Chezor the dwarven-steel pickaxe (dig speed 25 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex +2 Con dps ---------- Phys.pwr +5 (+2 eff.) Mov.spd +10% Dmg.mod +9% acid +7% nature +9% mind Res.pen +10% acid ----- def ----- Resists +12% nature +6% acid ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 79/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Beudunathad the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Melee Ret 10 physical ----- def ----- Armour +14 Die.at -80.00 life Max.HP +64.00 ---------- misc Max.psi +20.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 93.18 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 93.18 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 129.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (0/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 113% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 12/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (0/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 542.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 10/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
deadly pouch of voratun shots of torment (10/24, 63-76 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego+] Master/Psionic Power 63.0 - 75.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 24 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+4 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Frigidwill the dwarven-steel torque of mindblast [power 245] (33/15 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Defense +10 (+5 eff.) Resists +9% light Die.at -60.00 life Silence- +20% Blast the opponent's mind dealing 245 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 39% for 2 turns. 100% to gain a 17% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Frostumbra the stralite torque of psionic shield [power 99] (33/25 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% lightning Melee Ret 6 cold ----- def ----- Resists +3% lightning +18% cold Setup a psionic shield, reducing all damage taken by 99 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 86. Torques are made by powerful psionics to store psionic powers. |
Issurion the steel torque of clear mind [power 2] (33/25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +6% light Disease- +10% Def/telep +10 Res/telep +10% Dur/telep +10% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Rainsear the voratun torque of gale force [power 390] (33/15 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +6% acid +15% cold +3% nature Crit.dmg- 5.00% Blind- +10% Pinning- +20% Project a gust of wind in a cone knocking enemies back 12 spaces and dealing 499 physical damage Puts all charms on 15 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Barkbore the elven-wood totem of healing [power 386] (33/15 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% nature +18% cold Res.pen +25% nature Melee Ret 10 nature ----- def ----- Resists +9% cold +24% fire Heal yourself and all friendly characters within 10 spaces for 386 Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Gloommalice [power 422] (33/15 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness +24% temporal Res.pen +10% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% darkness +9% temporal Sting an enemy dealing 506 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Borydondil [power 200] (33/20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 51% * 20 arcane resource burn ----- def ----- Resists +5% arcane Crit.dmg- 15.00% Heal.mod +20% Confus- +20% Knockbk- +20% Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 108 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
3 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 (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Segle the Dwarf Sun Paladin level 39
9th Voratun 123rd year of Ascendancy at 00:16 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Segle the Dwarf Sun Paladin level 39
7th Voratun 123rd year of Ascendancy at 04:36 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Segle the Dwarf Sun Paladin level 49
35th Dearth 123rd year of Ascendancy at 12:02 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Segle the Dwarf Sun Paladin level 47
12nd Dearth 123rd year of Ascendancy at 23:40 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Segle the Dwarf Sun Paladin level 42
24th Voratun 123rd year of Ascendancy at 07:04 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Segle the Dwarf Sun Paladin level 32
2nd Gold 123rd year of Ascendancy at 09:40 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Segle the Dwarf Sun Paladin level 9
27th Voratun 122nd year of Ascendancy at 05:28 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Segle the Dwarf Sun Paladin level 41
19th Voratun 123rd year of Ascendancy at 05:16 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Segle the Dwarf Sun Paladin level 33
22nd Gold 123rd year of Ascendancy at 23:51 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Segle the Dwarf Sun Paladin level 40
16th Voratun 123rd year of Ascendancy at 08:58 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Segle the Dwarf Sun Paladin level 23
26th Shortage 122nd year of Ascendancy at 09:26 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Segle the Dwarf Sun Paladin level 34
27th Gold 123rd year of Ascendancy at 02:21 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Segle the Dwarf Sun Paladin level 31
38th Steel 123rd year of Ascendancy at 18:34 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Segle the Dwarf Sun Paladin level 47
20th Dearth 123rd year of Ascendancy at 00:24 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Segle the Dwarf Sun Paladin level 10
20th Profit 122nd year of Ascendancy at 22:00 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Segle the Dwarf Sun Paladin level 20
23rd Wealth 122nd year of Ascendancy at 16:31 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Segle the Dwarf Sun Paladin level 30
7th Steel 123rd year of Ascendancy at 15:15 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Segle the Dwarf Sun Paladin level 40
12nd Voratun 123rd year of Ascendancy at 18:54 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Segle the Dwarf Sun Paladin level 50
16th Loss 123rd year of Ascendancy at 11:50 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Segle the Dwarf Sun Paladin level 20
11st Dearth 122nd year of Ascendancy at 04:31 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Segle the Dwarf Sun Paladin level 50
18th Loss 123rd year of Ascendancy at 18:28 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Segle the Dwarf Sun Paladin level 26
21st Iron 123rd year of Ascendancy at 11:53 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Segle the Dwarf Sun Paladin level 41
19th Voratun 123rd year of Ascendancy at 11:59 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Segle the Dwarf Sun Paladin level 5
18th Voratun 122nd year of Ascendancy at 22:26 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Segle the Dwarf Sun Paladin level 9
2nd Profit 122nd year of Ascendancy at 17:30 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Segle the Dwarf Sun Paladin level 32
4th Gold 123rd year of Ascendancy at 20:11 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Segle the Dwarf Sun Paladin level 9
4th Profit 122nd year of Ascendancy at 04:21 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Segle the Dwarf Sun Paladin level 44
25th Profit 123rd year of Ascendancy at 20:48 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Segle the Dwarf Sun Paladin level 22
26th Shortage 122nd year of Ascendancy at 04:21 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Segle the Dwarf Sun Paladin level 17
39th Profit 122nd year of Ascendancy at 22:19 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Segle the Dwarf Sun Paladin level 50
21st Loss 123rd year of Ascendancy at 00:50 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Segle the Dwarf Sun Paladin level 38
5th Voratun 123rd year of Ascendancy at 23:27 see stats
Log
Ritch flamespitter hits Segle for 359 fire damage.
Giant spider hits Segle for 48 nature damage.
Ritch flamespitter receives 594 healing from Turtle.
Minotaur receives 620 healing from Turtle.
Turtle receives 715 healing.
Ritch flamespitter receives 374 healing from Turtle.
Gorbat, Supreme Wyrmic of the Pride receives 732 healing from Turtle.
Turtle receives 872 healing from Turtle.
Giant spider receives 594 healing from Turtle.
Segle stops being poisoned.
Segle's solar fury subsides.
Talent Brandish is ready to use.
Talent Shield Pummel is ready to use.
Poison from Giant spider hits Segle for 48 nature damage.
Segle casts Rune: Blink.
Segle is out of phase.
A shield forms around turtle.
Ritch flamespitter receives 116 healing from Segle's healing light area effect.
Turtle receives 181 healing from Segle's healing light area effect.
Minotaur receives 121 healing from Segle's healing light area effect.
Gorbat, Supreme Wyrmic of the Pride receives 143 healing from Segle's healing light area effect.
Turtle receives 171 healing from Segle's healing light area effect.
Giant spider receives 116 healing from Segle's healing light area effect.
Gorbat, Supreme Wyrmic of the Pride breathes sand!
Gorbat, Supreme Wyrmic of the Pride's mind surges with critical power!
Gorbat, Supreme Wyrmic of the Pride roars triumphantly.
Gorbat, Supreme Wyrmic of the Pride hits Segle for 282 physical damage.
Segle the level 50 dwarf sun paladin was punctured to death by Gorbat, Supreme Wyrmic of the Pride and fed to the hatchlings on level 3 of Gorbat Pride.
You are no longer encumbered.


















































































































































