










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Troll Race. 1.7.2This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Race: Wrathwrought 1.7.4Adds wrathwrought as a new subrace. They are psionic focused humans. Stat modifiers: +2 Strength, +1 Dexterity, +0 Constitution, +0 Magic, +4 Willpower, and +3 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: Unstoppable Wrath - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Skirmisher |
| Level / Exp | 50 / 1275% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 114 (base 60) |
| Dexterity | 132 (base 60) |
| Constitution | 60 (base 29) |
| Magic | 34 (base 16) |
| Willpower | 32 (base 14) |
| Cunning | 133 (base 64) |
Resources
| Life | 1582/1582 |
| Stamina | 290/290 |
| Steam | 60/100 |
| Healing Factor | 1.6600507772245 |
| Regeneration | 83.687714871255 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +96.353718395664% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 7 |
| See Stealth | 86.209808271602 |
| See Invisible | 91.209808271602 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 248 |
| Accuracy | 86 |
| Crit Chance | 106% |
| APR | 34 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Mind
| Mindpower | 77 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +55% |
| Blight | +52% |
| Arcane | +47% |
| Cold | +48% |
| All | +27% |
| Lightning | +36% |
| Light | +61% |
| Physical | +36% |
| Mind | +47% |
| Fire | +72% |
| Nature | +72% |
Offense: Damage Penetration
| Light | +48% |
| Temporal | +28% |
| Physical | +8% |
| Fire | +23% |
| All | +8% |
Defense: Base
| Armour (hardiness) | 53.512106701502 (92.48359865478%) |
| Defense | 91 |
| Ranged Defense | 93 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 43 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 55%( 70%) |
| Blight | + 37%( 70%) |
| Arcane | + 48%( 70%) |
| Cold | + 40%( 70%) |
| All | + 25%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 48%( 70%) |
| Physical | + 28%( 70%) |
| Mind | + 49%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 270 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 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 153 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 Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 163 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: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Counter Shot |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Leeching Poison |
| talent | Volatile Poison |
| talent | Bombardment |
| talent | Pace Yourself |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to 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 lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 146. | 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, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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 in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Olurion the pair of hardened leather boots (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Dex +7 Cun +11 Lck defense ------ Armor +3 Crit Resistance 15.00% Physical save +15 (+4 eff.) Stealth +11 Life +60.00 Life Regen +4.00 Poison Resist +20% Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% other ------- Light +3 A pair of boots made of leather. |
| Quiver | pouch of voratun shots 'Phlegmstar' (60/60, 54-64 power, 6 apr) 3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master Weapon Damage 53.5 - 64.2 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +15.0% Capacity 60 On-Hit, radius 1 +4 nature On-crit, radius 2 +20 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 114 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: other ------- Reload +2 Talents +5 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Daywyrd' 1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: Stats +4 Con offense ------ Damage +3% acid +20% light Ignore resists +8% all Ignore Armor +7 On-Hit (Melee): * 10% chance to reduce armor by 42% defense ------ Resistance +15% blight +3% light +15% acid Life Regen +11.00 other ------- Light +11 See Stealth +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | voratun helm 'Hettalin' (0 def, 7 armour) 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +14 Cun +4 Dex offense ------ Ignore Armor +6 defense ------ Armor +7 Fatigue +5% Resistance +15% acid +13% cold +5% arcane +22% fire +13% nature +11% lightning Spell save +8 (+2 eff.) Mind save +15 (+5 eff.) Life +75.00 Life Regen +2.00 Healmod +17% Cut Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +150% other ------- Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | elven-wood totem of healing 'Earthoblivion' [power 434] (11 cooldown)2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +7 Dex +7 Con offense ------ Critical power +21.21% Damage +9% physical defense ------ Resistance +9% nature +3% physical Physical save +19 (+5 eff.) Unlife -60.00 life Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 11 turn cooldown 100% to increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +5 Con defense ------ Defense +12 (+2 eff.) Resistance +5% arcane +3% cold Crit Resistance 15.00% Physical save +12 (+3 eff.) Spell save +15 (+5 eff.) Life +72.00 Life Regen +11.00 Healmod +16% other ------- Max stamina +23.00 Can be unequipped or rerolled. 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? |
| On fingers | voratun ring 'Aerusevea'0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Str +7 Wil +8 Cun offense ------ Mindpower +15 (+3 eff.) Damage +20% nature +20% arcane +20% mind defense ------ Resistance +40% nature +20% arcane +32% mind other ------- Infravision +2 See Invisibility +15 Rings make your fingers look great! |
| Around neck | The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 25 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (170). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). 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. |
| In main hand | drakeskin leather sling 'Umbrarip' 4.0 Encumbrance T5 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 100% Range +10 Projectile Speed +200% On-ranged-hit +8 darkness +20 cold On-crit, radius 2 +16 temporal While equipped: Stats +7 Str +2 Wil +7 Cun offense ------ Physical Crit +14.0% Physical Power +15 (+3 eff.) Combat Speed +10% Damage +21% cold Ignore resists +20% temporal Accuracy +14 (+3 eff.) When Hit 4 darkness other ------- Mana-on-crit +1.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Flashschism |
| In off hand | Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 50.0 - 60.0 Temporal Uses 20% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock level 3 While equipped: offense ------ Spellpower +12 (+3 eff.) defense ------ Armor +4 Defense +8 (+1 eff.) Ranged Defense +10 (+2 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+6 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
| Cloak | Unradunarab the elven-silk cloak (3 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +7 Cun +7 Dex offense ------ Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Defense +3 (+0 eff.) Resistance +30% lightning +15% fire Physical save +12 (+3 eff.) Mind save +12 (+4 eff.) Unlife -130.00 life Life +40.00 Life Regen +4.00 Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Molten Skin (15 def, 12 armour) 9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+3 eff.) On-Hit 15 light 30 fire On-Ranged-Hit 15 light 30 fire Damage +20% fire +5% light +10% all Ignore resists +10% light +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+3 eff.) Resistance +20% fire +12% light -5% cold Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 6.1 Power cost 9 out of 16/16. Range melee/personal Cooldown: 5 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 315.71 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
movement infusion of the sneak (speed 1211%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1211% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (278.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 353.06 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the titan (damage 251; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 251.10 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the duelist (damage 474; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 474.19 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
blink rune of the warrior (range 8; phase 26; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. 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. |
ethereal rune (power 13; resist 15%; move 44%; dur 5; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 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 15% all resistance, you move 44% faster, and you are invisible (power 13). 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 sneak (absorb 159; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 159 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 462; dur 7; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 7 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 590; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 590 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. |
shielding rune of the sneak (absorb 610; dur 5; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 610 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 665; 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 665 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 0; blocks 3; dur 4; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 55; blocks 4; dur 4; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 55 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 57; blocks 5; dur 4; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 57 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 1; blocks 8; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 1 up to 8 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 49; cd 11)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 24; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 24 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Galvanic Retributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Incendiary Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Chargesorrow0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil defense ------ Resistance +6% light Crit Resistance 5.00% Confus Resist +20% Amulets make your neck look great! |
Ivarialle the Abysskill0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +9 Lck offense ------ Critical power +10.00% Accuracy +8 (+2 eff.) When Hit 4 fire defense ------ Defense +7 (+1 eff.) Resistance +6% acid +15% light Physical save +6 (+2 eff.) Resist unseen 12% Cut Resist +20% Amulets make your neck look great! |
Obsidian's kiss the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun offense ------ Mind Crit +1% On-Hit (Melee): * 20% chance to reduce damage dealt by 33% defense ------ Resistance +6% lightning +5% physical +9% cold +3% fire other ------- Stamina/turn +0.40 Hate-on-crit +1.00 Amulets make your neck look great! |
Pendant of the Sun and Moons0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+2 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 4.5 Power cost 21 out of 60/60. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 37 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Radhakor0.1 Encumbrance T5 amulet jewelry [Rare] Psionic While equipped: Stats +4 Wil offense ------ Mindpower +15 (+3 eff.) Damage +24% mind defense ------ Resistance +36% acid +21% nature Physical save +9 (+2 eff.) Mind save +12 (+4 eff.) Blind Resist +24% Confus Resist +24% Teleport Resist +24% Out-of-Phase Defense +18 Out-of-Phase Resistance +18% Out-of-Phase Resilience +18% Amulets make your neck look great! |
Ragihek0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore Armor +4 When Hit 4 temporal defense ------ Resistance +14% fire +3% light +13% cold Unlife -80.00 life Confus Resist +20% other ------- Max stamina +30.00 Amulets make your neck look great! |
Rainshear the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Disrupt While equipped: Stats +3 Dex offense ------ Critical power +5.00% Physical Power +25 (+5 eff.) defense ------ Resistance +11% blight +12% cold +14% nature Physical save +3 (+1 eff.) Poison Resist +23% Disease Resist +23% Amulets make your neck look great! |
Runolach the Thundertrencher0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +21% arcane +6% temporal When Hit 10 blight defense ------ Resistance +29% lightning +9% temporal Stun Resist +43% other ------- Mana-on-crit +2.00 Amulets make your neck look great! |
Shard of Insanity0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+2 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+10 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Starquick0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: offense ------ On-Hit 10 light 11 darkness Damage +38% light +8% darkness When Hit 10 acid On-Hit (Melee): * 20% chance to reduce armor by 42% When Hit: * 10% chance to blind * 10% chance to reduce damage dealt by 33% Amulets make your neck look great! |
Unflinching Eye0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 3.5 Power cost 41 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zemekkys' Broken Hourglass0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 2.5 Power cost 34 out of 80/80. Range melee/personal Cooldown: 37 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
archmage's voratun amulet of magic (+9)0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane While equipped: Stats +9 Mag offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Damage +6% acid +6% fire +6% cold +5% lightning Amulets make your neck look great! |
archmage's voratun amulet of mastery (0.36 Cunning / Poisons)0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +6 Mag offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Damage +8% acid +5% fire +7% cold +7% lightning other ------- Masteries +0.36 Cunning/Poisons Amulets make your neck look great! |
clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% mind Confus Resist +21% Amulets make your neck look great! |
clarifying voratun amulet of vision0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +30% mind Blind Resist +40% Confus Resist +45% other ------- Infravision +6 Sight +2 See Invisibility +8 Amulets make your neck look great! |
enraging gold amulet of constitution (+4)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Con offense ------ Physical Power +8 (+1 eff.) Combat Speed +10% Damage +7% physical Amulets make your neck look great! |
enraging stralite amulet of cunning (+6)0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun offense ------ Physical Power +7 (+1 eff.) Combat Speed +10% Damage +5% physical Amulets make your neck look great! |
gold amulet 'Rimemaster'0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +5 Cun +6 Con offense ------ Move Speed +10% Ignore resists +25% fire defense ------ Fatigue -7% Resistance +5% arcane +27% cold Life Regen +3.00 other ------- Stamina/turn +0.80 Amulets make your neck look great! |
gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: defense ------ Blind Resist +15% other ------- Infravision +4 Sight +2 See Invisibility +8 Amulets make your neck look great! |
grounding copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +12% lightning Stun Resist +22% Amulets make your neck look great! |
grounding gold amulet of cunning (+2)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +14% lightning Stun Resist +31% Amulets make your neck look great! |
grounding stralite amulet of strength (+3)0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +21% lightning Stun Resist +29% Amulets make your neck look great! |
mindweaver's gold amulet0.1 Encumbrance T3 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil offense ------ Mindpower +8 (+2 eff.) defense ------ Mind save +7 (+2 eff.) Confus Resist +13% Amulets make your neck look great! |
protective stralite amulet of murder0.1 Encumbrance T4 amulet jewelry [Ego++] Master While equipped: offense ------ Critical power +14.00% Accuracy +7 (+2 eff.) Ignore Armor +13 defense ------ Armor +5 Defense +8 (+1 eff.) Max Resistance +4% all Physical save +17 (+4 eff.) Amulets make your neck look great! |
protective stralite amulet of perfection (0.34 Technique / Tireless Combatant,0.34 Technique / Combat training)0.1 Encumbrance T4 amulet jewelry [Ego++] Master While equipped: defense ------ Armor +3 Defense +8 (+1 eff.) Max Resistance +4% all Physical save +14 (+4 eff.) other ------- Masteries +0.34 Technique/Tireless Combatant +0.34 Technique/Combat training Amulets make your neck look great! |
restful copper amulet of magic (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
restful gold amulet of cunning (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Cun defense ------ Fatigue -6% Life Regen +2.00 Amulets make your neck look great! |
restful gold amulet of the eclipse0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Master While equipped: offense ------ On-Hit 7 light 11 darkness Damage +9% light +7% darkness When Hit: * 10% chance to reduce damage dealt by 33% * 9% chance to blind defense ------ Fatigue -6% Life Regen +2.00 Amulets make your neck look great! |
restful voratun amulet of magic (+6)0.1 Encumbrance T5 amulet jewelry [Ego] Arcane/Master While equipped: Stats +6 Mag defense ------ Fatigue -6% Life Regen +4.00 Amulets make your neck look great! |
savior's voratun amulet of constitution (+8)0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Con defense ------ Physical save +22 (+6 eff.) Spell save +25 (+8 eff.) Mind save +25 (+8 eff.) Amulets make your neck look great! |
serendipitous stralite amulet of willpower (+13)0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: Stats +13 Lck +9 Wil offense ------ Accuracy +13 (+3 eff.) defense ------ Defense +14 (+2 eff.) Resist unseen 15% Amulets make your neck look great! |
stabilizing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% temporal Pinning Resist +21% Knockbk Resist +20% Amulets make your neck look great! |
stabilizing copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +11% temporal Pinning Resist +22% Knockbk Resist +23% Amulets make your neck look great! |
vitalizing voratun amulet of perfection (0.38 Technique / Tireless Combatant,0.38 Cunning / Scoundrel)0.1 Encumbrance T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Con defense ------ Physical save +14 (+4 eff.) Life +60.00 Life Regen +6.00 other ------- Masteries +0.38 Technique/Tireless Combatant +0.38 Cunning/Scoundrel Amulets make your neck look great! |
voratun amulet0.1 Encumbrance T5 amulet jewelry [Normal] Amulets make your neck look great! |
wanderer's gold amulet0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +5 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Life Regen +2.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
warmaker's stralite amulet of the eclipse0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Str +5 Dex +6 Wil offense ------ On-Hit 8 light 9 darkness Damage +9% light +12% darkness When Hit: * 9% chance to reduce damage dealt by 33% * 9% chance to blind Amulets make your neck look great! |
warrior's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
warrior's voratun amulet of willpower (+4)0.1 Encumbrance T5 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil defense ------ Resistance +9% physical other ------- Stamina/turn +0.90 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 power out of 23/30 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. |
Blizzardquake0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +6 Dex offense ------ Damage +6% mind Ignore resists +10% mind +25% fire Accuracy +9 (+2 eff.) defense ------ Resistance +30% cold Rings make your fingers look great! |
Gima the Shimmerparry0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Damage +15% lightning +18% cold +21% arcane Ignore resists +25% lightning defense ------ Resistance +12% lightning +36% cold Rings make your fingers look great! |
Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+11 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. |
Hodekath the Darkraven0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +3 Cun offense ------ Mind Crit +6% Mindpower +30 (+6 eff.) Damage +18% lightning +18% mind +12% darkness Accuracy +15 (+3 eff.) Ignore Armor +15 defense ------ Defense +12 (+2 eff.) Resistance +18% darkness Mind save +9 (+3 eff.) other ------- Hate-on-crit +4.00 Max psi +59.90 Disengage: Puts all charms on 7 turn cooldown Effective talent level: 4.5 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Archlich0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+2 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+2 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Tarridutar the Frigidquencher0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +20% mind defense ------ Resistance +9% blight +12% cold +35% mind +12% light Physical save +18 (+5 eff.) Spell save +9 (+3 eff.) Teleport Resist +20% Rings make your fingers look great! |
Umbrawend0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: offense ------ Critical power +20.00% Damage +18% darkness Ignore resists +15% blight defense ------ Resistance +18% cold Spell save +9 (+3 eff.) Blind Resist +50% other ------- Mana-on-crit +2.00 Infravision +6 See Stealth +25 See Invisibility +25 Rings make your fingers look great! |
Unridoruilin the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex +2 Wil offense ------ Damage +18% blight Accuracy +30 (+6 eff.) Ignore Armor +4 When Hit 4 blight On-Hit (Melee): * 20% chance to reduce armor by 42% defense ------ Resistance +18% blight other ------- Max vim +30.00 Rings make your fingers look great! |
Void Orb0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+3 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 5.5 Power cost 5 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 325.82 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
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 When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Zubegatira the Blackpierce0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex offense ------ Physical Crit +3.0% Critical power +20.00% Ignore resists +25% darkness Ignore Armor +3 defense ------ Resistance +16% acid +15% fire +17% lightning +12% cold Unlife -40.00 life other ------- Max stamina +30.00 Rings make your fingers look great! |
conjurer's stralite ring of clarity0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +6 Wil offense ------ Spellpower +7 (+1 eff.) defense ------ Mind save +9 (+3 eff.) Confus Resist +33% Rings make your fingers look great! |
conjurer's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +7 Mag +6 Wil offense ------ Spellpower +9 (+2 eff.) defense ------ Life +78.00 Life Regen +11.00 Healmod +16% Rings make your fingers look great! |
copper ring of misery0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun offense ------ On-Hit 8 physical On-Ranged-Hit 6 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 42 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 42 other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 14 turn cooldown Effective talent level: 4.5 Power cost 14 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
gladiator's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +6 Str +7 Con offense ------ Physical Power +8 (+1 eff.) Accuracy +10 (+2 eff.) Ignore Armor +13 defense ------ Defense +11 (+2 eff.) Disengage: Puts all charms on 7 turn cooldown Effective talent level: 4.5 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gladiator's gold ring of warding0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +4 Con offense ------ Physical Power +7 (+1 eff.) defense ------ Resistance +12% acid +17% fire +11% lightning +14% cold Rings make your fingers look great! |
gladiator's steel ring of light (+22%)0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+1 eff.) Damage +11% light defense ------ Resistance +22% light 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 +5 Con offense ------ Physical Power +7 (+1 eff.) Damage +14% lightning defense ------ Resistance +28% lightning Rings make your fingers look great! |
gold ring 'Glintstalker'0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +8 (+2 eff.) Damage +18% mind On-Hit (Melee): * 20% chance to slow global speed by 71% defense ------ Resistance +3% acid +6% cold +6% light +5% arcane Rings make your fingers look great! |
gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun offense ------ On-Hit 10 physical On-Ranged-Hit 12 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 42 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 42 other ------- Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 14 turn cooldown Effective talent level: 5.5 Power cost 14 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
mule's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% other ------- Encumbrance +20 Rings make your fingers look great! |
pixie's stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +2 Mag offense ------ Spellpower +9 (+2 eff.) Rings make your fingers look great! |
pixie's stralite ring of tenacity0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Mag offense ------ Spellpower +8 (+2 eff.) defense ------ Life +29.00 Disarm Resist +36% Pinning Resist +32% Knockbk Resist +28% Rings make your fingers look great! |
pixie's stralite ring of warding0.1 Encumbrance T4 ring jewelry [Ego++] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Spellpower +11 (+2 eff.) defense ------ Resistance +18% acid +21% fire +17% lightning +19% cold Rings make your fingers look great! |
psionicist's gold ring of light (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Damage +12% light defense ------ Resistance +24% light Mind save +8 (+3 eff.) Rings make your fingers look great! |
psionicist's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Wil offense ------ Accuracy +9 (+2 eff.) Ignore Armor +9 defense ------ Defense +7 (+1 eff.) Mind save +6 (+2 eff.) Disengage: Puts all charms on 7 turn cooldown Effective talent level: 4.5 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
rogue's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+1 eff.) Rings make your fingers look great! |
savage's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +13 (+4 eff.) Life +23.00 Disarm Resist +20% Pinning Resist +23% Knockbk Resist +32% other ------- Max stamina +15.00 Rings make your fingers look great! |
savage's steel ring of frost (+22%)0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Con offense ------ Damage +11% cold defense ------ Resistance +22% cold Spell save +10 (+3 eff.) other ------- Max stamina +14.00 Rings make your fingers look great! |
savage's stralite ring of light (+36%)0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Con offense ------ Damage +18% light defense ------ Resistance +36% light Spell save +16 (+5 eff.) other ------- Max stamina +27.00 Rings make your fingers look great! |
savage's voratun ring of clarity0.1 Encumbrance T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Con defense ------ Spell save +16 (+5 eff.) Mind save +15 (+5 eff.) Confus Resist +48% other ------- Max stamina +31.00 Rings make your fingers look great! |
savage's voratun ring of pilfering0.1 Encumbrance T5 ring jewelry [Ego++] Master While equipped: Stats +4 Con offense ------ Accuracy +13 (+3 eff.) Ignore Armor +12 defense ------ Defense +12 (+2 eff.) Spell save +15 (+5 eff.) other ------- Max stamina +30.00 Disengage: Puts all charms on 7 turn cooldown Effective talent level: 4.5 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savage's voratun ring of pilfering0.1 Encumbrance T5 ring jewelry [Ego++] Master While equipped: Stats +5 Con offense ------ Accuracy +7 (+2 eff.) Ignore Armor +12 defense ------ Defense +14 (+2 eff.) Spell save +11 (+3 eff.) other ------- Max stamina +27.00 Disengage: Puts all charms on 7 turn cooldown Effective talent level: 4.5 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savior's stralite ring of power0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +8 (+1 eff.) Spellpower +8 (+2 eff.) Mindpower +8 (+2 eff.) defense ------ Physical save +9 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Rings make your fingers look great! |
sneakthief's gold ring of warding0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Dex offense ------ Accuracy +9 (+2 eff.) defense ------ Resistance +15% acid +13% fire +19% lightning +10% cold Rings make your fingers look great! |
sneakthief's voratun ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +8 Dex offense ------ Accuracy +11 (+2 eff.) Rings make your fingers look great! |
solipsist's gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +6 Wil +6 Cun offense ------ Mindpower +11 (+3 eff.) On-Hit 22 light On-Ranged-Hit 18 light Damage +14% light Rings make your fingers look great! |
solipsist's stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun +7 Wil offense ------ Mindpower +9 (+2 eff.) Rings make your fingers look great! |
solipsist's stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +7 Cun +5 Wil offense ------ Mindpower +10 (+2 eff.) defense ------ Life +78.00 Life Regen +12.00 Healmod +12% Rings make your fingers look great! |
steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+2 eff.) Ignore Armor +9 defense ------ Defense +9 (+1 eff.) Disengage: Puts all charms on 7 turn cooldown Effective talent level: 4.5 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +11 (+2 eff.) Ignore Armor +8 defense ------ Defense +10 (+2 eff.) Disengage: Puts all charms on 7 turn cooldown Effective talent level: 4.5 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
treant's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +7% nature +8% blight Life +28.00 Poison Resist +16% Disease Resist +14% Disarm Resist +22% Pinning Resist +29% Knockbk Resist +26% Rings make your fingers look great! |
voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Life +88.00 Life Regen +20.00 Healmod +19% Rings make your fingers look great! |
voratun ring of misery0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun offense ------ On-Hit 25 physical On-Ranged-Hit 22 physical On-Hit (Melee): * 18% chance to reduce all saves and defense by 42 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 42 other ------- Hate-on-crit +2.00 Max hate +13.00 Bleeding Edge: Puts all charms on 14 turn cooldown Effective talent level: 3.5 Power cost 14 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
warrior's voratun ring of perseverance0.1 Encumbrance T5 ring jewelry [Ego] Master While equipped: Stats +4 Str defense ------ Armor +8 Life Regen +5.00 Stun Resist +34% Rings make your fingers look great! |
wizard's stralite ring of perseverance0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Mag defense ------ Spell save +10 (+3 eff.) Life Regen +4.00 Stun Resist +25% Rings make your fingers look great! |
Cyradarin the voratun battleaxe (78-116 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Rare] Master Weapon Damage 77.5 - 116.2 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 +12 temporal While equipped: Stats +10 Cun +3 Wil offense ------ On-Hit (Melee): * 25% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% lightning +15% darkness +9% blight Healmod +25% other ------- Infravision +4 See Invisibility +12 Massive two-handed battleaxes. |
voratun dagger of evisceration (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] 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 Critical: * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +15.0% Physical Power +13 (+2 eff.) Sharp, short and deadly. |
chilling voratun greatmaul of ruin (68-101 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Ego+] Arcane/Master Weapon Damage 67.5 - 101.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +20 cold While equipped: offense ------ Physical Crit +20.0% Critical power +49.00% Ignore Armor +19 Massive two-handed mauls. |
chilling voratun greatsword of erosion (61-98 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego] Arcane/Nature Weapon Damage 61.0 - 97.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +20 nature +40 cold Massive two-handed swords. |
throat-seeking dragonbone longbow of dexterity (+12)4.0 Encumbrance T5 longbow 2H weapon [Ego+] Disrupt/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +35 nature On Critical: * silences the target While equipped: Stats +12 Dex offense ------ Ignore resists +23% nature +15% physical Longbows are used to shoot arrows at your foes. |
Cautery Sword (40-56 power, 10 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Steamtech Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On Hit: * inflict fire damage based on steampower While equipped: defense ------ Cut Resist +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
voratun longsword of projection (43-60 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Psionic Weapon Damage 43.0 - 60.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
Curewither (46-64 power, 31 apr)3.0 Encumbrance T5 mace 1H weapon [Rare] Arcane Weapon Damage 45.5 - 63.7 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +31 Critical Rate +3.0% Attack Speed 100% Ignore Shields +20% While equipped: offense ------ Spell Crit +9% Spellpower +37 (+9 eff.) Spellpower/crit +6 Ignore resists +25% acid +30% arcane +20% blight defense ------ Resistance +18% nature other ------- Mana-on-crit +2.49 Max mana +60.00 Blunt and deadly. |
blooming living mindstar of balance (16-18 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature Weapon Damage 16.5 - 18.2 Mind 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: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +6 (+2 eff.) Healmod +25% Heal-on-summon +60 other ------- EQ when Hit +2.30 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
enhanced reinforced leather sling of piercing4.0 Encumbrance T4 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: Stats +8 Str +5 Dex +5 Mag +9 Wil +7 Cun +7 Con offense ------ Ignore resists +11% all Accuracy +5 (+1 eff.) Ignore Armor +8 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 Encumbrance T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+11 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 136 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
bloodlich's dragonbone magestaff of fate (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Mag +5 Cun +9 Con offense ------ Spell Crit +12% Critical power +29.00% Spellpower +15 (+3 eff.) Damage +30% fire defense ------ Physical save +13 (+3 eff.) Spell save +15 (+5 eff.) Mind save +15 (+5 eff.) other ------- Negative/turn +0.20 Vim-on-crit +7.00 Max vim +42.00 Max negative +44.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff of the prodigy (30-36 power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +17 Mag +13 Wil +19 Cun offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Spellpower/crit +10 Damage +30% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging dragonbone vilestaff of channeling (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +33 (+8 eff.) Spellpower/crit +11 Damage +30% darkness other ------- Mana/turn +0.48 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 21 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
The Long-Arm4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% Shoots beams through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 14 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
windwalling voratun steamsaw of ruin (40-59 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Master/Psionic/Steamtech Weapon Damage 39.5 - 59.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +112 Uses 1.0 Steam When used to Attack: On-hit +30 physical While equipped: Stats +5 Wil offense ------ Physical Crit +14.0% Critical power +33.00% Ignore Armor +15 defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +19% physical Windwall +110 Slow Projectiles +40% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
truestriking voratun waraxe (40-55 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master Weapon Damage 39.5 - 55.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Ignore resists +13% physical Accuracy +23 (+5 eff.) Ignore Armor +12 One-handed war axes. |
monstrous drakeskin leather belt of life1.0 Encumbrance T5 belt armor [Ego+] Nature While equipped: Stats +5 Str +6 Con offense ------ Physical Power +15 (+3 eff.) defense ------ Physical save +15 (+4 eff.) Life Regen +3.20 Healmod +23% other ------- Size +1 A belt that goes around your waist. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Jetpack (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+1 eff.) Move Speed +10% defense ------ Defense +10 (+2 eff.) Physical save +10 (+3 eff.) other ------- Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
timebroken elven-silk robe of darkness (+30%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spell Crit +6% Spellpower +6 (+1 eff.) Damage +26% temporal +24% arcane +20% darkness defense ------ Resistance +30% darkness +15% all other ------- Max mana +110.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour)3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+1 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% These boots have a 4% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (204 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (340 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 13 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+2 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+3 eff.) Mind save +10 (+3 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 22 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. |
Stokevortex the pair of voratun boots (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Mag +10 Wil +6 Cun +11 Con offense ------ Mindpower +9 (+2 eff.) Ignore resists +30% arcane +9% physical defense ------ Armor +5 Fatigue -6% Resistance +6% arcane +24% fire Physical save +39 (+10 eff.) Mind save +17 (+6 eff.) other ------- Encumbrance +48 Blink to a nearby random location (rad 15) Puts all charms on 17 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blightbringer's pair of drakeskin leather boots of tirelessness (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: Stats +8 Mag offense ------ Spellpower +5 (+1 eff.) Damage +10% acid +7% blight defense ------ Armor +5 Disease Resist +47% other ------- Stamina/turn +1.20 Max stamina +40.00 A pair of boots made of leather. |
pair of voratun boots of phasing (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil defense ------ Armor +5 Fatigue +4% Blink to a nearby random location (rad 14) Puts all charms on 17 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Windgore the drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Master While equipped: Stats +5 Str +11 Dex +7 Cun +6 Con offense ------ Mind Crit +1% Critical power +20.00% Mindpower +10 (+2 eff.) Damage +9% nature +9% mind Ignore resists +15% cold Accuracy +22 (+5 eff.) defense ------ Armor +3 Physical save +44 (+11 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Disarm Resist +48% other ------- Max hate +4.00 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 21 turn cooldown Effective talent level: 5.5 Power cost 21 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 37% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Nature/Master While equipped: Stats +3 Con offense ------ On-Hit 10 lightning Damage +7% lightning defense ------ Armor +2 Fatigue +3% Resistance +7% lightning Physical save +20 (+5 eff.) Spell save +6 (+2 eff.) Mind save +7 (+2 eff.) Disarm Resist +38% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 21 turn cooldown Effective talent level: 4.5 Power cost 21 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 33% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
augmenting elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: offense ------ Damage +15% acid +8% lightning +14% cold +14% arcane +15% fire defense ------ Defense +3 (+0 eff.) A pointy cloth hat, very wizardly... |
stabilizing voratun helm of the bounder (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +8 Str +9 Dex defense ------ Armor +5 Fatigue +5% Physical save +25 (+6 eff.) Skullcracker: Puts all charms on 14 turn cooldown Effective talent level: 4.5 Power cost 14 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 748.7 Physical damage. If the attack hits, the target is confused (47% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
starseer's elven-silk wizard hat of blight (+19%) (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: offense ------ Damage +11% temporal +14% light +19% blight +11% physical +15% darkness defense ------ Defense +3 (+0 eff.) Resistance +19% blight A pointy cloth hat, very wizardly... |
thaloren drakeskin leather hat of fortune (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +8 Lck +8 Wil offense ------ Physical Crit +7.0% Spell Crit +8% Mind Crit +8% defense ------ Armor +5 Fatigue +5% Resistance +15% blight Mind save +15 (+5 eff.) A hat made of leather. Very stylish. |
drakeskin leather armour 'Zakalthorain' (20 def, 8 armour)9.0 Encumbrance T5 light armor [Rare] Master While equipped: Stats +9 Str +4 Dex +5 Wil offense ------ Damage +18% blight Ignore resists +15% blight +15% temporal defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +25% blight +29% cold other ------- Light +3 A suit of armour made of leather. |
impenetrable voratun plate armour of the deep (0 def, 40 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Nature/Master While equipped: defense ------ Armor +40 Fatigue +22% Resistance +14% acid +14% cold other ------- Breathe water A suit of armour made of metal plates. |
radiant voratun plate armour of implacability (0 def, 26 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego++] Nature/Master While equipped: Stats +5 Wil defense ------ Armor +26 Fatigue +13% Resistance +30% blight +25% darkness Physical save +15 (+4 eff.) other ------- Light +1 A suit of armour made of metal plates. |
Blightstopper (18 def, 12 armour, 52-62 power, 240 block)7.0 Encumbrance T5 shield armor [Unique] Nature/Disrupt When used to Attack: Weapon Damage 52.0 - 62.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +240 Damage Conversion 30% nature 10% manaburn arcane While equipped: offense ------ When Hit 15 nature defense ------ Armor +12 Defense +18 (+3 eff.) Ranged Defense +12 (+2 eff.) Fatigue +22% Resistance +35% blight +15% nature Spell save +24 (+8 eff.) Disease Resist +60% other ------- Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 17 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
arcing quiver of dragonbone arrows of accuracy (19/19, 54-75 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Ego] Arcane/Master Weapon Damage 53.5 - 74.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +32 Ignore Armor +18 Critical Rate +3.0% Capacity 19 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 114 damage Arrows are used with bows to pierce your foes to death. |
5 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. |
762 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. |
6 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. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
5 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. |
6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
8 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Lifebinding Emerald0.0 Encumbrance T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Item imbue powers: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Stun Resist +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
10 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. |
2 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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 68 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+2 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 5.5 Power cost 55 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 58.76 cold damage and 53.99 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 14 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 21 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 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. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
50 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. |
10 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. |
14 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. |
12 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 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. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 21 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 137 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 577.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 17 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
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. |
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 Sling Supremacy 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. |
sentry's pouch of stralite shots (47/47, 50-59 power, 12 apr)3.0 Encumbrance T4 shot ammo [Ego+] Arcane Weapon Damage 49.5 - 59.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Critical Rate +5.5% Capacity 47 Auto Reload 3 Shots are used with slings to pummel your foes to death. |
sentry's pouch of stralite shots (47/48, 48-57 power, 13 apr)3.0 Encumbrance T4 shot ammo [Ego+] Arcane Weapon Damage 47.5 - 57.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +5.5% Capacity 48 Auto Reload 2 Shots are used with slings to pummel your foes to death. |
stralite galvanic retributor0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to armor/shield When attached: offense ------ When Hit 20 lightning Tinkers can be attached to normal items to improve them with steam power! |
voratun galvanic retributor0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to armor/shield When attached: offense ------ When Hit 25 lightning Tinkers can be attached to normal items to improve them with steam power! |
Matar [power 475] (11 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +8 Con defense ------ Armor +4 Resistance +9% temporal Mind save +18 (+6 eff.) Unlife -40.00 life Life Regen +4.08 Healmod +10% Silence Resist +20% Teleport Resist +20% Blast the opponent's mind dealing 698 mind damage and silencing them for 4 turns Puts all charms on 11 turn cooldown 100% to increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Offalthorn' [power 170] (11 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Physical Crit +2.0% Physical Power +10 (+2 eff.) Damage +3% nature Accuracy +15 (+3 eff.) defense ------ Armor +4 Resistance +3% physical Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 231 physical damage Puts all charms on 11 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
8 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. |
Sootstrike the yew wand of lightning storm [power 296] (11 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +2 Dex offense ------ Critical power +10.00% Physical Power +30 (+6 eff.) Damage +18% darkness +6% fire Ignore resists +10% darkness +5% physical Accuracy +10 (+2 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 80 lightning damage and will be dazed for 1 turn (402 total damage) Puts all charms on 11 turn cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 21 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. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
13 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. |
7 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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. |
4 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. |
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. |
2 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. |
3 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. |
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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Marcus the Skeleton Skirmisher level 30
6th Allure 123rd year of Ascendancy at 14:29 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Marcus the Skeleton Skirmisher level 50
34th Dusk 123rd year of Ascendancy at 21:02 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Marcus the Skeleton Skirmisher level 29
8th Decay 122nd year of Ascendancy at 17:11 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Marcus the Skeleton Skirmisher level 34
34th Regrowth 123rd year of Ascendancy at 03:28 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Marcus the Skeleton Skirmisher level 41
70th Pyre 123rd year of Ascendancy at 07:25 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Marcus the Skeleton Skirmisher level 33
30th Regrowth 123rd year of Ascendancy at 22:27 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Marcus the Skeleton Skirmisher level 38
24th Pyre 123rd year of Ascendancy at 15:15 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Marcus the Skeleton Skirmisher level 15
32nd Dusk 122nd year of Ascendancy at 22:51 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Marcus the Skeleton Skirmisher level 42
76th Pyre 123rd year of Ascendancy at 01:21 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Marcus the Skeleton Skirmisher level 31
4th Regrowth 123rd year of Ascendancy at 07:12 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Marcus the Skeleton Skirmisher level 39
33rd Pyre 123rd year of Ascendancy at 09:41 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Marcus the Skeleton Skirmisher level 50
48th Dusk 123rd year of Ascendancy at 09:44 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Marcus the Skeleton Skirmisher level 50
67th Dusk 123rd year of Ascendancy at 22:17 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Marcus the Skeleton Skirmisher level 18
57th Dusk 122nd year of Ascendancy at 14:55 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Marcus the Skeleton Skirmisher level 28
79th Haze 122nd year of Ascendancy at 04:45 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Marcus the Skeleton Skirmisher level 48
31st Dusk 123rd year of Ascendancy at 20:53 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Marcus the Skeleton Skirmisher level 50
49th Dusk 123rd year of Ascendancy at 23:56 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Marcus the Skeleton Skirmisher level 48
21st Dusk 123rd year of Ascendancy at 17:57 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Marcus the Skeleton Skirmisher level 30
2nd Regrowth 123rd year of Ascendancy at 20:00 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 Marcus the Skeleton Skirmisher level 28
1st Decay 122nd year of Ascendancy at 17:18 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Marcus the Skeleton Skirmisher level 10
10th Mirth 122nd year of Ascendancy at 23:59 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Marcus the Skeleton Skirmisher level 20
65th Dusk 122nd year of Ascendancy at 01:28 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Marcus the Skeleton Skirmisher level 30
8th Decay 122nd year of Ascendancy at 17:11 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Marcus the Skeleton Skirmisher level 40
47th Pyre 123rd year of Ascendancy at 08:06 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Marcus the Skeleton Skirmisher level 50
34th Dusk 123rd year of Ascendancy at 14:18 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Marcus the Skeleton Skirmisher level 50
48th Dusk 123rd year of Ascendancy at 11:07 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Marcus the Skeleton Skirmisher level 50
66th Dusk 123rd year of Ascendancy at 09:25 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Marcus the Skeleton Skirmisher level 45
3rd Dusk 123rd year of Ascendancy at 08:28 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Marcus the Skeleton Skirmisher level 24
40th Haze 122nd year of Ascendancy at 03:50 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Marcus the Skeleton Skirmisher level 27
59th Haze 122nd year of Ascendancy at 13:18 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Marcus the Skeleton Skirmisher level 25
56th Haze 122nd year of Ascendancy at 08:23 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Marcus the Skeleton Skirmisher level 32
28th Regrowth 123rd year of Ascendancy at 01:08 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Marcus the Skeleton Skirmisher level 50
67th Dusk 123rd year of Ascendancy at 22:16 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Marcus the Skeleton Skirmisher level 5
2nd Mirth 122nd year of Ascendancy at 10:17 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Marcus the Skeleton Skirmisher level 50
48th Dusk 123rd year of Ascendancy at 11:25 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Marcus the Skeleton Skirmisher level 50
67th Dusk 123rd year of Ascendancy at 22:17 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Marcus the Skeleton Skirmisher level 44
9th Flare 123rd year of Ascendancy at 02:58 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Marcus the Skeleton Skirmisher level 12
8th Flare 122nd year of Ascendancy at 18:28 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Marcus the Skeleton Skirmisher level 35
59th Regrowth 123rd year of Ascendancy at 14:36 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Marcus the Skeleton Skirmisher level 25
56th Haze 122nd year of Ascendancy at 08:00 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Marcus the Skeleton Skirmisher level 19
60th Dusk 122nd year of Ascendancy at 18:38 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Marcus the Skeleton Skirmisher level 28
7th Decay 122nd year of Ascendancy at 23:49 see stats
Log
High Sun Paladin Aeryn receives 98 healing from High Sun Paladin Aeryn's healing light area effect.
Marcus picks up ( .): pearl.
High Sun Paladin Aeryn casts Barrier.
High Sun Paladin Aeryn activates her pair of drakeskin leather boots!
High Sun Paladin Aeryn tries to evade attacks.
High Sun Paladin Aeryn receives 62 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 62 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Barrier.
The shield around High Sun Paladin Aeryn crumbles.
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn receives 62 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Rune: Mirror Image.
High Sun Paladin Aeryn receives 62 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 62 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 732 healing.
Marcus picks up ( .): chilling voratun greatmaul of ruin (68-101 power, 4 apr).
High Sun Paladin Aeryn casts Barrier.
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 732 healing.
The shield around High Sun Paladin Aeryn crumbles.
Ran for 13 turns (stop reason: interesting terrain).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Saving game...
Saving done.
Saving game...
Saving done.
















































































































































































