









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 50 / 334% |
| Size | big |
| Lifes / Deaths | Killed by Mindworm at level 25 on the 46th Haze 122nd year of Ascendancy at 00:59 0 / 9Killed by Xanobeth the elven guard at level 26 on the 59th Haze 122nd year of Ascendancy at 22:37 Killed by Velerenor the mean looking elven guard at level 27 on the 60th Haze 122nd year of Ascendancy at 05:32 Killed by The Master at level 30 on the 8th Allure 123rd year of Ascendancy at 12:24 Killed by orc cryomancer at level 40 on the 43rd Dusk 123rd year of Ascendancy at 20:03 Killed by Xerutta the Caustic Terror at level 47 on the 36th Haze 123rd year of Ascendancy at 09:37 Killed by rimebark at level 47 on the 37th Haze 123rd year of Ascendancy at 13:00 Killed by Gorbat, Supreme Wyrmic of the Pride at level 48 on the 39th Haze 123rd year of Ascendancy at 06:46 Killed by Argoniel at level 50 on the 5th Allure 124th year of Ascendancy at 01:12 |
Primary Stats
| Strength | 100 (base 60) |
| Dexterity | 148 (base 60) |
| Constitution | 61 (base 36) |
| Magic | 36 (base 10) |
| Willpower | 55 (base 10) |
| Cunning | 99 (base 60) |
Resources
| Life | -203/1463 |
| Mana | 6/579 |
| Stamina | 4/436 |
| Healing Factor | 1.3849470706755 |
| Regeneration | 0.34623676766886 |
Speed
| Mental | -2.0000000000001% |
| Attack | -12% |
| Movement | +16% |
| Spell | -12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 9 |
| See Stealth | 79.733925387567 |
| See Invisible | 82.733925387567 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 207 |
| Accuracy | 88 |
| Crit Chance | 60% |
| APR | 47 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 26% |
| Speed | 1.1363636363636 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 56% |
| Speed | 1.1363636363636 |
Offense: Damage Bonus
| Darkness | +35% |
| Temporal | +35% |
| All | 0% |
| Physical | +97% |
| Fire | +10% |
| Nature | +30% |
Offense: Damage Penetration
| Darkness | +30% |
| Temporal | +33% |
| Physical | +53% |
| All | +13% |
| Nature | +33% |
Defense: Base
| Armour (hardiness) | 44 (88.155997060385%) |
| Defense | 72 |
| Ranged Defense | 72 |
| Fatigue | 0 |
| Physical Save | 57 |
| Spell Save | 33 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Physical | + 52%( 70%) |
| Cold | + 51%( 70%) |
| All | + 40%( 70%) |
| Darkness | + 53%( 70%) |
| Light | + 53%( 70%) |
| Temporal | + 55%( 70%) |
| Fire | + 52%( 70%) |
| Lightning | + 48%( 70%) |
Defense: Immunities
| Disarm Resistance | 44% |
| Bleed Resistance | 100% |
| Confusion Resistance | 50% |
| Fear Resistance | 100% |
| Teleport Resistance | 24% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 218 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 728 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (114% 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. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 163 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by Arusevena the orc warrior. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
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. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
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. * 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: 1622. | 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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. 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. 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 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 too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 | Blazerigor the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex +4 Mag +1 Wil +3 Cun offense ------ When Hit 6 lightning defense ------ Armor +1 Crit Resistance 5.00% Disengage: Puts all charms on 13 cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Quiver | Arrows of Death (59/59, 55-77 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 55.0 - 77.0 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 59 Projectile Speed +237% On-ranged-hit +32 blight +45 physical On Hit: 20% Epidemic 5 On Hit: * 30% chance to reduce strength, dexterity, and constitution by 21 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 196 physical damage While equipped: other ------- Reload +13 Arrows are used with bows to pierce your foes to death. This object's appearance was changed to quiver of elm arrows. |
| Light source | Iselaith the dwarven lantern1.0 Encumbrance T5 lite [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag +4 Wil offense ------ Damage +10% darkness Ignore resists +13% all Ignore Armor +12 When Hit 28 fire On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 defense ------ Resistance +13% light +10% fire Affinity +5% darkness other ------- Light +7 Infravision +3 See Invis +3 Moonlight Ray: Puts all charms on 7 cooldown Effective talent level: 4.0 Power cost 7 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 156.87 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Dragon-helm of Kroltar (5 def, 9 armour)3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck offense ------ Damage +10% physical +10% fire defense ------ Armor +9 Defense +5 (+1 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 3.6 Power cost 39 out of 45/45. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 42%) for 3 turns. The sound wave is so strong, your foes also take 196.13 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
| Tool | Eternity's Counter2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Move Speed +16% Combat Speed -12% Spell Speed -12% Mind Speed -12% Damage +0% all +15% temporal defense ------ Resistance +12% all +15% temporal Damage Reduction +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 17 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
| On fingers | Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con other ------- Talents +1 Never Stop Running You have set the ring to grant you Never Stop Running! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| On fingers | Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+3 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+12 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| Around waist | Belt of the Titan1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +1 Str +10 Dex +6 Cun offense ------ Physical Crit +14.0% Mind Crit +14% Physical Power +22 (+6 eff.) Damage +6% physical defense ------ Resistance +10% acid +4% physical +10% fire +19% cold +10% lightning Spell save +15 (+7 eff.) Life +70.00 other ------- Light +3 Size +1 A belt that goes around your waist. |
| In main hand | Thaloren-Tree Longbow4.0 Encumbrance T5 longbow 2H weapon [Unique] Nature Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Attack Speed 118% Range +10 While equipped: Stats +10 Dex +20 Wil offense ------ Physical Crit +15.0% Mind Crit +15% Damage +30% nature +30% physical Ignore resists +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. This object's appearance was changed to Thaloren-Tree Longbow. |
| On hands | stone warden's drakeskin leather gloves of the iron hand (0 def, 17 armour)1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Wil +14 Con defense ------ Armor +17 Hardiness +11% Resistance +6% physical Disarm Resist +44% other ------- Masteries +0.20 Technique/Grappling 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. This object's appearance was changed to Spellhunt Remnants. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+8 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 43 out of 9/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
| Cloak | Cloak of Shadows (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +10 Dex +9 Cun +1 Con offense ------ Damage +25% darkness Ignore resists +17% darkness Accuracy +55 (+11 eff.) Ignore Armor +10 defense ------ Defense +3 (+1 eff.) Fatigue -10% Resistance +3% lightning +21% darkness +9% light Stealth +25 Life +110.00 Healmod +5% Teleport Resist +24% other ------- Stamina/turn +1.00 Max stamina +37.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Gota'0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: offense ------ Physical Crit +2.0% Critical power +10.00% Physical Power +9 (+3 eff.) Mindpower +10 (+3 eff.) Combat Speed +10% Damage +23% physical Accuracy +20 (+4 eff.) defense ------ Physical save +12 (+4 eff.) Mind save +12 (+4 eff.) Amulets make your neck look great! |
Inventory
heroism infusion (die at -411; dur 10; cd 32)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 32 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -411 life. The duration and life will increase by 1% for every 1% life you have lost (currently 879 life, 21 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 duelist (die at -1165; dur 7; cd 29)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -1165 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2491 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the duelist (speed 1249%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1249% 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 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 duelist (res 48%; magical; dur 4; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 48% for 4 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 duelist (res 49%; magical; dur 4; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 49% for 4 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. |
Prismatic Rune (6 turns; physical, darkness, cold, nature, mind)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (114% 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 physical, 3 darkness, 3 cold, 5 nature, 3 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the duelist (power 35; resist 44%; move 47%; dur 5; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 44% all resistance, you move 47% faster, and you are invisible (power 35). Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 168; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 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 168 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 578; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 578 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
teleportation rune of the warrior (range 156; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (114% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 156 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. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 Encumbrance T3 taint scroll [Unique] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Spell (114% 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. |
Scroll of Summoning (Limmir the Jeweler)0.1 Encumbrance tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
copper amulet of magic (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
starlit copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +12% light +11% darkness Blind Resist +20% Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+4 eff.) Spell save +15 (+7 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +0 (+0 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
wanderer's steel amulet of the eclipse0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% On-Hit 5 light 7 darkness Damage +7% light +6% darkness When Hit: * 7% chance to reduce damage dealt by 25% * 6% chance to blind defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Floetaint the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +15% light +30% cold Ignore resists +25% cold defense ------ Resistance +22% lightning +9% light Stun Resist +31% Amulets make your neck look great! |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 31 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (139). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
grounding gold amulet of mastery (0.16 Technique / Combat techniques)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +16% lightning Stun Resist +23% other ------- Masteries +0.16 Technique/Combat techniques Amulets make your neck look great! |
protective gold amulet of mastery (0.28 Technique / Marksmanship)0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: defense ------ Armor +5 Defense +7 (+2 eff.) Max Resistance +4% all Physical save +13 (+4 eff.) other ------- Masteries +0.28 Technique/Marksmanship Amulets make your neck look great! |
Frost Lord's Chain0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+4 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +22% Pinning Resist +22% Knockbk Resist +23% Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
Gyma0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil offense ------ Spell Crit +4% Damage +14% light Ignore resists +20% arcane Ignore Shields +30% defense ------ Resistance +28% light other ------- Mana-on-crit +2.00 Max mana +100.00 Max vim +30.00 Rings make your fingers look great! |
marksman's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Physical Power +6 (+2 eff.) Spellpower +7 (+3 eff.) Mindpower +6 (+2 eff.) Accuracy +4 (+1 eff.) Rings make your fingers look great! |
steel ring 'Cracklefurnace'0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Spellpower +10 (+4 eff.) Damage +21% arcane +12% fire Ignore resists +25% lightning defense ------ Resistance +6% lightning +24% fire Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana-on-crit +2.00 Rings make your fingers look great! |
steel ring 'Duathelrune'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Critical power +20.00% Damage +6% darkness defense ------ Resistance +5% arcane +9% darkness Life +28.00 Disarm Resist +24% Pinning Resist +27% Knockbk Resist +27% other ------- Psi when Hit +0.16 Max psi +10.00 Rings make your fingers look great! |
steel ring of light (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% light defense ------ Resistance +22% light Rings make your fingers look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +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. |
Neriwe the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +12% blight +24% physical When Hit 10 physical defense ------ Resistance +3% physical Physical save +13 (+4 eff.) Spell save +9 (+4 eff.) Mind save +9 (+3 eff.) other ------- Max stamina +30.00 Rings make your fingers look great! |
gold amber ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +7 Con offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Physical Power +10 (+3 eff.) Damage +8% all Rings make your fingers look great! |
gold ruby ring0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Str +4 Dex +8 Mag +4 Wil +8 Cun +4 Con offense ------ Spellpower +8 (+3 eff.) Rings make your fingers look great! |
gladiator's stralite ring of lightning (+28%)0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +4 Con offense ------ Physical Power +5 (+2 eff.) Damage +14% lightning defense ------ Resistance +28% lightning Rings make your fingers look great! |
painweaver's stralite ring of power0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: offense ------ Physical Power +18 (+5 eff.) Spellpower +17 (+6 eff.) Mindpower +17 (+6 eff.) Damage +5% all Rings make your fingers look great! |
stralite jade ring0.1 Encumbrance T4 ring jewelry [Ego+] Nature While equipped: defense ------ Armor +4 Resistance +4% all Life +69.00 Life Regen +12.00 Healmod +17% Rings make your fingers look great! |
Mnemonic0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+4 eff.) defense ------ Resistance +25% mind Mind save +20 (+7 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +10 Str +8 Mag +7 Wil +8 Con offense ------ Physical Power +15 (+4 eff.) Spellpower +11 (+4 eff.) Damage +12% darkness Ignore resists +10% nature When Hit 6 nature On-Hit (Melee): * 21% chance to slow global speed by 58% * 21% chance to reduce damage dealt by 25% defense ------ Blind Resist +43% other ------- Infravision +6 See Stealth +21 See Invis +18 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
pixie's voratun ring of warding0.1 Encumbrance T5 ring jewelry [Ego++] Arcane While equipped: Stats +7 Cun +5 Mag offense ------ Spellpower +15 (+5 eff.) defense ------ Resistance +23% acid +19% fire +17% lightning +17% cold Rings make your fingers look great! |
sneakthief's voratun ring of warding0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +7 Dex offense ------ Accuracy +11 (+3 eff.) defense ------ Resistance +14% acid +23% fire +20% lightning +22% cold Rings make your fingers look great! |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Weapon Damage 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spellpower +20 (+7 eff.) Damage +20% arcane other ------- Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. This item has been sent to the Item's Vault. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element)2.5 Encumbrance T5 staff 1H weapon [Unique] Arcane A part of set. Weapon Damage 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +0 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Spell Crit +15% Spellpower +30 (+10 eff.) Damage +35% arcane defense ------ Mind save +8 (+3 eff.) other ------- Talents +1 Command Staff The top part of Telos' broken staff. |
The Gaping Maw (72-108 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Nature/Disrupt Weapon Damage 72.0 - 108.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: other ------- Cooldown Ice Claw -1 Mana Clash -2 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. This item has been sent to the Item's Vault. |
flaming voratun battleaxe of ruin (55-82 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Arcane/Master Weapon Damage 55.0 - 82.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +20 fire While equipped: offense ------ Physical Crit +21.0% Critical power +49.00% Ignore Armor +21 Massive two-handed battleaxes. |
Blighted Maul (96-144 power, 22 apr)12.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 96.0 - 144.0 Physical Uses 140% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% Damage Conversion 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 21 * Blasts creatures in a radius 1 shockwave around your target for 334.90 to 1004.70 physical damage (based on Strength). While equipped: offense ------ Critical power +40.00% Damage +12% physical defense ------ Knockbk Resist +30% Knock away other creatures within radius 4), dealing 837.25 to 1674.50 physical damage (based on Strength) to each. Uses 43 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. |
Blood-Edge (46-64 power, 7 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 46.0 - 64.4 Physical Uses 10% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Lifesteal +5% Damage Conversion 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: offense ------ Spell Crit +8% Spellpower +21 (+7 eff.) Damage +15% blight +15% physical other ------- Max vim +25.00 Telepathy Undead/Blood Bleeding Edge: Effective talent level: 4.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 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 63%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Dawn's Blade (50-70 power, 7 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Weapon Damage 50.0 - 70.0 Light Uses 25% Mag, 80% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% Damage Against +25% Undead +25% Demon While equipped: offense ------ Spell Crit +4% Spellpower +10 (+4 eff.) Damage +20% light Ignore resists +25% light other ------- Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 147.00 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 30 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
enhanced voratun longsword of disruption (44-61 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego++] Nature/Disrupt Weapon Damage 43.5 - 60.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Damage Against +30% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +8 Str +13 Dex +6 Mag +7 Wil +10 Cun +5 Con Sharp, long, and deadly. |
plaguebringer's dwarven-steel mace of torment (26-36 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego++] Arcane/Psionic Weapon Damage 25.5 - 35.7 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +6 blight On Hit: 20% Epidemic 3 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 21 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: defense ------ Disease Resist +16% Blunt and deadly. |
dwarven-steel waraxe of enduring (19-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Nature Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +9 Con +11 Wil defense ------ Life +70.00 One-handed war axes. |
stralite waraxe of enduring (32-45 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Nature Weapon Damage 32.0 - 44.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +10 Con +12 Wil defense ------ Life +90.00 One-handed war axes. |
Dagger of the Past (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+2 eff.) Spell save +10 (+5 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. This item has been sent to the Item's Vault. |
Spelldrinker (27-35 power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 45% Str, 5% Mag, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Mandible of Ungolmor (40-52 power, 12 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 35% Str, 35% Dex, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
chilling voratun dagger of shearing (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +26 cold While equipped: offense ------ Ignore resists +13% all Accuracy +18 (+4 eff.) Ignore Armor +14 Sharp, short and deadly. |
protector's living mindstar of storms (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Disrupt Weapon Damage 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Str +6 Dex +6 Mag +6 Wil +6 Cun +5 Con offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) On-Hit 14 lightning Damage +13% lightning Ignore resists +17% lightning defense ------ Resistance +17% lightning +9% all other ------- Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic 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. |
Doursaw of the Blightspawn4.0 Encumbrance T4 longbow 2H weapon [Random Unique] Nature/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-Hit, radius 1 +8 darkness On-crit, radius 2 +4 nature +62 fire On Hit: * 10% chance to reduce damage dealt by 25% While equipped: Stats +8 Str +8 Dex -15 Mag +15 Con offense ------ Physical Power +15 (+4 eff.) Global Speed +8% Damage +3% darkness Ignore resists +25% nature +21% fire defense ------ Resistance +9% darkness Longbows are used to shoot arrows at your foes. |
Pyrezeal4.0 Encumbrance T3 sling 1H weapon [Rare] Nature Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 Projectile Speed +200% On-ranged-hit +20 fire While equipped: Stats +4 Dex +9 Con offense ------ Mindpower +10 (+3 eff.) Damage +9% physical other ------- Stamina/turn +3.00 Masteries +0.20 Wild-gift/Fungus Regenerate 162 life over 5 turns Puts all charms on 17 cooldown Slings are used to hurl stones or metal shots at your foes. |
Cyravena the drakeskin leather sling4.0 Encumbrance T5 sling 1H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-Hit, radius 1 +25 acid While equipped: Stats +12 Wil offense ------ Damage +18% acid Ignore resists +15% all Accuracy +25 (+5 eff.) Ignore Armor +14 On-Hit (Ranged): * 25 arcane resource burn * 25% chance to reduce all saves and defense by 30 defense ------ Resistance +12% nature +6% arcane other ------- Max hate +10.00 Slings are used to hurl stones or metal shots at your foes. |
blazing quiver of elm arrows of wind (13/13, 12-18 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego] Nature Weapon Damage 12.5 - 17.5 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 13 Projectile Speed +200% On-ranged-hit +12 fire On-crit, radius 2 +9 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 194 physical damage Arrows are used with bows to pierce your foes to death. |
flaming quiver of elm arrows (14/14, 15-21 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego] Arcane Weapon Damage 15.0 - 21.0 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 14 On-Hit, radius 1 +8 fire Arrows are used with bows to pierce your foes to death. |
Khelamadil (20/20, 34-48 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Master Weapon Damage 34.5 - 48.3 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +13.5% Capacity 20 Phasing +30% On-ranged-hit +20 mind +8 arcane On-Hit, radius 1 +20 mind On Crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of ash arrows of corruption (15/15, 34-47 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego++] Arcane/Master Weapon Damage 33.5 - 46.9 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +12.5% Capacity 15 On Hit: 20% Curse of Impotence 2 On Crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Velukira' (54/54, 43-60 power, 15 apr)3.0 Encumbrance T3 arrow ammo [Random Unique] Arcane/Master Weapon Damage 43.0 - 60.2 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +14.0% Capacity 54 Auto Reload 3 On-ranged-hit +20 temporal On-crit, radius 2 +8 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) 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. |
Quiver of Domination (20/20, 24-34 power, 8 apr)3.0 Encumbrance T4 arrow ammo [Unique] Psionic Weapon Damage 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
barbed quiver of elven-wood arrows of accuracy (0/18, 52-73 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego+] Master Weapon Damage 52.0 - 72.8 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +14 Ignore Armor +14 Critical Rate +11.5% Capacity 18 On Crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
deadly quiver of elven-wood arrows of torment (19/19, 58-81 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego+] Master/Psionic Weapon Damage 58.0 - 81.2 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 19 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Glowpunish' (18/18, 45-63 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Rare] Master Weapon Damage 45.0 - 63.0 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +27 Ignore Armor +14 Critical Rate +2.5% Capacity 18 On-ranged-hit +20 light +20 fire On-Hit, radius 1 +20 light +20 fire Arrows are used with bows to pierce your foes to death. |
self-loading quiver of elven-wood arrows of crippling (17/17, 45-63 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego+] Arcane/Master Weapon Damage 45.0 - 63.0 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +11.5% Capacity 17 Auto Reload 3 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. |
The Titan's Quiver (5/18, 62-87 power, 20 apr)3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 62.0 - 86.8 Physical Uses 70% Str, 50% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +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. |
inquisitor's quiver of dragonbone arrows (19/19, 52-74 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Ego+] Disrupt Weapon Damage 52.5 - 73.5 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 19 On Crit: * Deals 84 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Snowburst' (0/19, 52-73 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Random Unique] Nature/Master Weapon Damage 52.0 - 72.8 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +14.0% Capacity 19 Projectile Speed +200% On-ranged-hit +12 cold On-Hit, radius 1 +4 cold On-crit, radius 2 +11 cold On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 58% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 194 physical damage 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. |
storming pouch of iron shots of wind (18/18, 14-17 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Nature Weapon Damage 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 18 Projectile Speed +200% On-ranged-hit +9 lightning On-crit, radius 2 +6 lightning On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 194 physical damage Shots are used with slings to pummel your foes to death. |
Balorekath the Prismkin (19/19, 22-27 power, 2 apr)3.0 Encumbrance T2 shot ammo [Rare] Nature Weapon Damage 22.5 - 27.0 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 19 Projectile Speed +200% On-ranged-hit +20 blight On-Hit, radius 1 +20 light On-crit, radius 2 +12 light On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 194 physical damage Shots are used with slings to pummel your foes to death. |
flaming pouch of steel shots of accuracy (18/18, 22-26 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Arcane/Master Weapon Damage 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Accuracy +12 Ignore Armor +2 Critical Rate +4.5% Capacity 18 On-Hit, radius 1 +7 fire Shots are used with slings to pummel your foes to death. |
Frozen Shards (25/25, 32-38 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Ice Uses 50% Cun, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
barbed pouch of stralite shots of corruption (20/20, 50-61 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego++] Arcane/Master Weapon Damage 50.5 - 60.6 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +13.5% Capacity 20 On Hit: 20% Curse of Impotence 4 On Crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of stralite shots 'Shimmerglean' (21/21, 48-58 power, 5 apr)3.0 Encumbrance T4 shot ammo [Random Unique] Master/Psionic Weapon Damage 48.5 - 58.2 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Accuracy +13 Ignore Armor +5 Critical Rate +12.5% Capacity 21 On-ranged-hit +16 acid +24 physical +4 lightning On-crit, radius 2 +4 acid On Hit: * 10% chance to reduce armor by 31% * 20% chance to knock the target back 3 spaces and deal 196 physical damage On Crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Crimson Robe (12 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+7 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+3 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
prismatic stralite mail armour of lightning resistance (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +20% lightning +18% light +18% darkness A suit of armour made of mail. |
fortifying voratun plate armour of natural resilience (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego++] Disrupt/Master While equipped: Stats +7 Str +6 Con defense ------ Armor +16 Fatigue +22% Resistance +17% nature +15% blight Resist Against +10% Unnatural Life +100.00 A suit of armour made of metal plates. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 Size +0 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Kukhad1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +8 Wil +8 Cun +2 Con offense ------ Physical Crit +6.0% Critical power +12.00% Physical Power +5 (+2 eff.) Damage +21% physical Against +39% Summoned Accuracy +15 (+3 eff.) defense ------ Armor +19 Resist Against +45% Summoned other ------- Max stamina +20.00 Create a temporary shield that absorbs 410 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
drakeskin leather belt 'Thunderwhisper'1.0 Encumbrance T5 belt armor [Random Unique] Master While equipped: Stats +12 Dex +8 Wil +19 Cun +20 Lck offense ------ Damage +12% lightning Ignore resists +10% lightning Against +45% Summoned defense ------ Resistance +6% fire +12% light +15% cold Resist Against +45% Summoned Stealth +30 other ------- Disarm Traps +57 Infravision +12 A belt that goes around your waist. |
Cleansepall the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +5% nature defense ------ Defense +1 (+0 eff.) Resistance +6% blight +6% temporal Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Aruladunagen' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+0 eff.) Resistance +6% mind Crit Resistance 5.00% Physical save +6 (+2 eff.) Spell save +9 (+4 eff.) Life +30.00 Life Regen +2.00 Blind Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aerogund the cashmere cloak (8 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Dex defense ------ Defense +8 (+2 eff.) Resistance +9% mind Physical save +9 (+3 eff.) Life Regen +4.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Cloak of Deception. |
Destala's Scales (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+2 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+2 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Effective talent level: 2.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Fearfire Mantle (14 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+3 eff.) Resistance +10% fire +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+0 eff.) Resistance +13% darkness +19% temporal Out-of-Phase Defense +21 Out-of-Phase Resistance +12% Out-of-Phase Resilience +17% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiance (15 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ Spellpower +20 (+7 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+4 eff.) Resistance +30% light +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Undeathvice the elven-silk cloak (18 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Wil offense ------ Spell Crit +8% Damage +9% arcane Ignore resists +30% arcane Ignore Shields +35% On-Hit (Melee): * 20% chance to reduce all saves and defense by 30 defense ------ Defense +18 (+4 eff.) Resistance +28% temporal +30% darkness +6% nature Physical save +14 (+4 eff.) Spell save +13 (+6 eff.) Mind save +15 (+5 eff.) Out-of-Phase Defense +30 Out-of-Phase Resistance +14% Out-of-Phase Resilience +29% other ------- Max mana +40.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak of sorcery (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +5 Wil offense ------ Spell Crit +7% Damage +15% darkness Ignore resists +16% darkness defense ------ Defense +3 (+1 eff.) Resistance +21% darkness Stealth +14 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Borichak (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Dex offense ------ Damage +3% mind defense ------ Armor +3 Crit Resistance 10.00% Mind save +3 (+1 eff.) other ------- Infravision +2 A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. This object's appearance was changed to The Black Boots. |
Unbreakable Greaves (8 def, 20 armour)3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+3 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Xebeth the Rainshine (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Rare] Master While equipped: offense ------ Damage +35% arcane Ignore resists +30% arcane On-Hit (Melee): * 24% chance to reduce strength, dexterity, and constitution by 21 defense ------ Armor +5 Fatigue +4% Resistance +6% arcane +14% fire +18% mind +50% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
invigorating pair of voratun boots of invasion (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Nature/Master While equipped: offense ------ Physical Crit +4.0% Physical Power +5 (+2 eff.) Move Speed +10% Ignore resists +14% physical defense ------ Armor +5 Fatigue -5% Life +60.00 other ------- Stamina/turn +0.80 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Airveil the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Accuracy +7 (+2 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 30 defense ------ Armor +2 Resistance +15% lightning +9% blight Physical save +7 (+2 eff.) Mind save +7 (+3 eff.) Life +100.00 Disarm Resist +34% 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. |
hardened leather gloves 'Bethitha' (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Mag +4 Wil +5 Cun offense ------ Mindpower +10 (+3 eff.) On-Hit 7 acid 5 lightning 5 cold 7 mind 6 fire Damage +6% mind When Hit 4 mind defense ------ Armor +6 Resistance +7% mind Mind save +13 (+5 eff.) Life +42.00 other ------- Psi when Hit +0.16 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. |
Fist of the Destroyer (8 def, 0 armour)1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +3 Cun +9 Mag defense ------ Defense +8 (+2 eff.) Stun Resist +20% other ------- Max vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Effective talent level: 5.0 Power cost 11 out of 12/12. Range 6 Cooldown: 8 Travel.spd 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 76.58 fire damage and 93.98 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
temporal iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 5 temporal On-Ranged-Hit 6 temporal Damage +4% temporal defense ------ Armor +1 Fatigue +1% Resistance +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Rimeterror the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +3 Str +4 Dex +3 Mag +3 Cun offense ------ On-Hit 7 cold Damage +5% cold defense ------ Armor +2 Fatigue +3% Resistance +18% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
radiant dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 9 light Damage +3% light defense ------ Armor +2 Fatigue +3% Resistance +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Demonoath of the Blightspawn (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +3 Con offense ------ Physical Power +14 (+4 eff.) Mindpower +7 (+2 eff.) On-Hit 16 mind 23 darkness Damage +6% acid Ignore resists +20% acid Accuracy +10 (+2 eff.) Ignore Armor +11 When Hit 6 acid 8 cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 30 When Hit: * 33% chance to reduce strength, dexterity, and constitution by 21 * 37% chance to reduce damage dealt by 25% defense ------ Armor +3 Fatigue +5% Resistance +13% blight Physical save +22 (+6 eff.) Spell save +26 (+11 eff.) Mind save -4 (-1 eff.) Disarm Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
insulating cashmere wizard hat of fire (+25%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Nature While equipped: offense ------ Damage +12% fire defense ------ Defense +2 (+0 eff.) Resistance +7% cold +25% fire A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Skyvengeance' (13 def, 10 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: offense ------ Damage +29% lightning defense ------ Armor +10 Defense +13 (+3 eff.) Resistance +39% lightning +3% physical +15% darkness +15% acid Life +60.00 Cut Resist +20% A pointy cloth hat, very wizardly... |
Alylach (0 def, 7 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str +3 Dex +2 Con offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +7 Fatigue +1% Resistance +12% light +10% darkness A cap made of leather. |
The Face of Fear (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+5 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 2.0 Power cost 16 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 15.00 mind and 20.25 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 17% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 17. Terrified: Deals 3.50 mind and 4.72 darkness damage per turn and increases cooldowns by 26%. Haunted: Causes the target to suffer 5.92 mind and 8.00 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
iron helm 'Emelaba' (15 def, 9 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str offense ------ Ignore resists +5% physical defense ------ Armor +9 Defense +15 (+4 eff.) Fatigue +5% Resistance +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+6 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Crown of Burning Pain (11 def, 0 armour)4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil offense ------ Damage +30% fire defense ------ Armor +0 Defense +11 (+3 eff.) Fatigue +4% Resistance +30% fire Meteor Rain: Effective talent level: 2.0 Power cost 26 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 51.46 fire and 92.17 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. This item has been sent to the Item's Vault. |
9 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 Encumbrance 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. |
5 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
18 diamond0.0 Encumbrance 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. |
13 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +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 Damage +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. |
471 alchemist agate0.0 Encumbrance 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. |
70 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+4 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 319.95 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
preserving alchemist's lamp of health1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +2 Con defense ------ Resistance +6% blight Life +51.00 Life Regen +6.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Chamegolagar the dwarven-steel pickaxe (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +9 Cun +2 Str offense ------ Critical power +32.00% Physical Power +8 (+2 eff.) Ignore resists +10% mind Ignore Armor +6 defense ------ Crit Resistance 15.00% other ------- Psi when Hit +0.12 Hate-on-crit +2.00 Max psi +40.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Hanyromithad' (dig speed 32 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str +3 Con offense ------ When Hit 10 blight defense ------ Resistance +12% lightning +6% temporal +15% darkness Unlife -80.00 life other ------- Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Galurach (dig speed 18 turns)3.0 Encumbrance T5 digger tool [Rare] Arcane While equipped: Stats +10 Str +6 Wil offense ------ Physical Crit +7.0% Mind Crit +11% Damage +15% temporal defense ------ Life +100.00 Life Regen +4.00 Poison Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 Encumbrance 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 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 Encumbrance 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. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of clear mind [power 1] (0/22 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Smolderlady [power 370] (0/13 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% fire Ignore resists +10% blight +15% fire +15% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 30 defense ------ Resistance +9% blight +12% fire +12% mind Blast the opponent's mind dealing 370 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
stralite torque of mindblast 'Skystone' [power 290] (0/13 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Physical Crit +5.0% Damage +9% acid +9% physical Ignore resists +20% lightning +20% physical When Hit 8 acid defense ------ Defense +30 (+7 eff.) Blast the opponent's mind dealing 290 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
Yvovena the Freezewrecker [power 116] (0/13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +4 Dex offense ------ Ignore resists +5% cold Accuracy +5 (+1 eff.) defense ------ Defense +10 (+2 eff.) Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+3 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 22 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Nightshaper [power 290] (0/13 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +6% darkness Ignore resists +10% darkness +20% fire When Hit 8 darkness 6 fire defense ------ Resistance +6% cold +18% darkness +12% fire Sting an enemy dealing 377 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
Oozeobsidian the yew totem of healing [power 320] (0/13 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +15% mind Ignore resists +15% nature +10% arcane When Hit 4 arcane defense ------ Resistance +5% arcane +20% nature Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 13 cooldown 100% to reduce fatigue by 42% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing yew totem of stinging [power 248] (0/13 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Sting an enemy dealing 322 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
yew totem of summon tentacle 'Blazebone' [power 250] (0/22 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +4 Dex offense ------ Critical power +20.00% Ignore Armor +5 When Hit 4 fire defense ------ Armor +6 Physical save +9 (+3 eff.) Unlife -60.00 life Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 740 Base Damage: 281 Armor: 21 All Resist: 30 Puts all charms on 22 cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+3 eff.) Life Regen +0.15 Healmod +10% other ------- 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. |
dragonbone wand of conjuration 'Brightpython' [power 415] (0/13 cooldown)2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: Stats +8 Str +5 Dex +3 Wil offense ------ Ignore resists +15% blight When Hit 8 fire On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 other ------- See Invis +15 Fire a magical bolt dealing 415 lightning damage Puts all charms on 13 cooldown 100% to heal for 110. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Legolas II the Skeleton Archer level 33
8th Pyre 123rd year of Ascendancy at 01:30 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Legolas II the Skeleton Archer level 42
69th Dusk 123rd year of Ascendancy at 16:06 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Legolas II the Skeleton Archer level 32
6th Pyre 123rd year of Ascendancy at 05:35 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Legolas II the Skeleton Archer level 36
40th Pyre 123rd year of Ascendancy at 21:28 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Legolas II the Skeleton Archer level 37
46th Pyre 123rd year of Ascendancy at 16:35 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Legolas II the Skeleton Archer level 39
7th Dusk 123rd year of Ascendancy at 04:12 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Legolas II the Skeleton Archer level 35
34th Pyre 123rd year of Ascendancy at 23:37 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Legolas II the Skeleton Archer level 16
45th Dusk 122nd year of Ascendancy at 15:26 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Legolas II the Skeleton Archer level 22
14th Haze 122nd year of Ascendancy at 10:33 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Legolas II the Skeleton Archer level 34
15th Pyre 123rd year of Ascendancy at 07:55 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Legolas II the Skeleton Archer level 44
10th Haze 123rd year of Ascendancy at 02:07 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Legolas II the Skeleton Archer level 19
69th Dusk 122nd year of Ascendancy at 15:10 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Legolas II the Skeleton Archer level 18
54th Dusk 122nd year of Ascendancy at 05:22 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Legolas II the Skeleton Archer level 23
26th Haze 122nd year of Ascendancy at 16:27 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Legolas II the Skeleton Archer level 43
5th Haze 123rd year of Ascendancy at 07:08 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Legolas II the Skeleton Archer level 50
9th Decay 123rd year of Ascendancy at 14:28 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Legolas II the Skeleton Archer level 23
31st Haze 122nd year of Ascendancy at 03:34 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Legolas II the Skeleton Archer level 46
34th Haze 123rd year of Ascendancy at 18:44 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Legolas II the Skeleton Archer level 10
10th Mirth 122nd year of Ascendancy at 07:01 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Legolas II the Skeleton Archer level 20
70th Dusk 122nd year of Ascendancy at 16:43 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Legolas II the Skeleton Archer level 30
3rd Allure 123rd year of Ascendancy at 21:01 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Legolas II the Skeleton Archer level 40
42nd Dusk 123rd year of Ascendancy at 02:01 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Legolas II the Skeleton Archer level 50
8th Decay 123rd year of Ascendancy at 23:05 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Legolas II the Skeleton Archer level 49
8th Decay 123rd year of Ascendancy at 22:42 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Legolas II the Skeleton Archer level 47
36th Haze 123rd year of Ascendancy at 20:29 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Legolas II the Skeleton Archer level 22
73rd Dusk 122nd year of Ascendancy at 06:25 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Legolas II the Skeleton Archer level 27
61st Haze 122nd year of Ascendancy at 17:31 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Legolas II the Skeleton Archer level 25
48th Haze 122nd year of Ascendancy at 02:00 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Legolas II the Skeleton Archer level 25
41st Haze 122nd year of Ascendancy at 07:52 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Legolas II the Skeleton Archer level 34
16th Pyre 123rd year of Ascendancy at 00:13 see stats
Stralite Donator
Donated at least 31 euros to Tales of Maj'Eyal.By Legolas II the Skeleton Archer level 44
10th Haze 123rd year of Ascendancy at 15:02 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Legolas II the Skeleton Archer level 34
15th Pyre 123rd year of Ascendancy at 07:22 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Legolas II the Skeleton Archer level 8
8th Mirth 122nd year of Ascendancy at 12:34 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Legolas II the Skeleton Archer level 32
73rd Regrowth 123rd year of Ascendancy at 06:51 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Legolas II the Skeleton Archer level 31
51st Regrowth 123rd year of Ascendancy at 01:04 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Legolas II the Skeleton Archer level 37
68th Pyre 123rd year of Ascendancy at 07:28 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Legolas II the Skeleton Archer level 22
21st Haze 122nd year of Ascendancy at 08:23 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Legolas II the Skeleton Archer level 19
68th Dusk 122nd year of Ascendancy at 18:15 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Legolas II the Skeleton Archer level 37
2nd Mirth 123rd year of Ascendancy at 19:54 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Legolas II the Skeleton Archer level 31
50th Regrowth 123rd year of Ascendancy at 09:14 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Legolas II the Skeleton Archer level 25
44th Haze 122nd year of Ascendancy at 23:29 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Legolas II the Skeleton Archer level 16
46th Dusk 122nd year of Ascendancy at 00:19 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Legolas II the Skeleton Archer level 48
39th Haze 123rd year of Ascendancy at 06:46 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Legolas II the Skeleton Archer level 32
5th Pyre 123rd year of Ascendancy at 10:19 see stats
Log
Legolas II is blood locked.
Umber hulk is blood locked.
Mirror Image is blood locked.
Uruivellas performs a melee critical strike against Mirror Image!
Uruivellas hits Mirror Image for 124 physical damage.
Argoniel casts Drain.
Argoniel's spell attains critical power!
Argoniel's spell attains critical power!
Mirror Image is afflicted by a weakness disease!
Argoniel receives 93 healing from Blood Splash.
Argoniel hits Mirror Image for 116 blight damage.
Mirror Image uses Taunt.
You unleash a blast of virulent blight!!
Legolas II is afflicted by a woeful disease!
You carry too much--you are encumbered!
Drop some of your items.
Argoniel's spell attains critical power!
Mirror Image is afflicted by a woeful disease!
Mirror Image uses Taunt.
Argoniel receives 140 healing from Blood Splash.
Epidemic from Argoniel hits Mirror Image for 118 blight damage.
Endless Woes hits Legolas II for (10 flat reduction), 256 blight (256 total damage).
Endless Woes hits Mirror Image for 333 blight damage.
Endless Woes hits The One That Hunts for 0 blight damage.
Overkill hits Umber hulk for 28 blight damage.
Overkill hits Mirror Image for 34 blight damage.
Overkill hits Uruivellas for 33 blight damage.
Weakness Disease from Argoniel hits Mirror Image for 81 blight damage.
Legolas II the level 50 skeleton archer was diseased to death by a Argoniel on level 11 of High Peak.
You are no longer encumbered.

































































































































































































