
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 50 / 3141% |
| Size | huge |
| Lifes / Deaths | Killed by Xanyldawyn the minotaur at level 18 on the 2nd Allure 123rd year of Ascendancy at 06:04 0 / 7Killed by thief at level 21 on the 10th Allure 123rd year of Ascendancy at 01:29 Killed by Isonor the gigantic sandworm tunneler at level 22 on the 24th Regrowth 123rd year of Ascendancy at 11:32 Killed by Lisegatha the minotaur at level 23 on the 75th Regrowth 123rd year of Ascendancy at 10:16 Killed by Islumira the elven warrior at level 25 on the 4th Pyre 123rd year of Ascendancy at 17:52 Killed by Emelodarin the skeleton assassin at level 26 on the 36th Pyre 123rd year of Ascendancy at 04:37 Killed by Ian Hanken's Inner Demon at level 41 on the 1st Dusk 124th year of Ascendancy at 15:17 |
| Antimagic | Follower |
Primary Stats
| Strength | 112 (base 60) |
| Dexterity | 113 (base 60) |
| Constitution | 89 (base 60) |
| Magic | 23 (base 14) |
| Willpower | 44 (base 17) |
| Cunning | 69 (base 36) |
Resources
| Life | 1873/1873 |
| Stamina | 257/282 |
| Equilibrium | 30 |
| Healing Factor | 1.4578604441647 |
| Regeneration | 13.949105290553 |
Speed
| Mental | +32.215995455658% |
| Attack | 0% |
| Movement | +43% |
| Spell | 0% |
| Global | +160.79959487286% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 7 |
| See Stealth | 60.739973845236 |
| See Invisible | 60.739973845236 |
Offense: Mainhand
| Damage | 230 |
| Accuracy | 97 |
| Crit Chance | 110% |
| APR | 62 |
| Speed | 0.76 |
Offense: Offhand
| Damage | 174 |
| Accuracy | 97 |
| Crit Chance | 110% |
| APR | 62 |
| Speed | 0.76 |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +16% |
| Lightning | +13% |
| Light | +13% |
| Nature | +40% |
| Darkness | +37% |
| Physical | +63% |
| Fire | +13% |
| All | +7% |
Offense: Damage Penetration
| Cold | +17% |
| Lightning | +24% |
| Light | +15% |
| Darkness | +18% |
| Blight | +35% |
| Physical | +90% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 47 (57.718496631565%) |
| Defense | 71 |
| Ranged Defense | 71 |
| Fatigue | 0 |
| Physical Save | 70 |
| Spell Save | 57 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 51%( 70%) |
| Arcane | + 43%( 70%) |
| Cold | + 57%( 70%) |
| All | + 40%( 70%) |
| Darkness | + 49%( 70%) |
| Light | + 55%( 70%) |
| Physical | + 50%( 70%) |
| Mind | + 44%( 70%) |
| Nature | + 67%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 81% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 725 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 43% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1000% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Duelist | 1.60 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Dual techniques | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.60 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Throwing knives | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Thuggery | 1.80 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Conditioning | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Trained Reactions |
| talent | Antimagic Shield |
| talent | Quickdraw |
| talent | Total Thuggery |
| beneficial effect | Increases global action speed by 61%. Speed |
| beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 5 Net Damage: 93 - 130 Accuracy: 114 (knife) APR: 64 Crit Chance: +126% Crit mult: 288% Uses Stats: 70% Dex, 50% Str |
| beneficial effect | Parrying melee and ranged attacks: Has a 79% chance to deflect up to 41 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
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 |
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 contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved mental save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved mental save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved spell save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved physical save by +12. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by Adaretta the ghoul. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 4004. | 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. You have been shown a secret entrance to his stronghold. * 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, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Kurion (9 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +1 Str +17 Dex +2 Con dps ---------- Phys.crit +9.0% Crit.mult +5.00% Phys.pwr +8 (+2 eff.) Res.pen +5% mind +20% physical Melee Ret 2 mind ----- def ----- Armour +5 Defense +9 (+3 eff.) Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Ashoblivion the alchemist's lamp1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +8 (+2 eff.) Dmg.mod +6% fire ----- def ----- Resists +3% blight +1% physical +5% arcane Crit.chn- 10.00% Max.HP +108.00 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Flashbane (10 def, 8 armour)1.0 T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +6 Str +4 Dex +4 Cun dps ---------- Phys.crit +4.0% Phys.pwr +18 (+4 eff.) Dmg.mod +6% lightning Acc +15 (+3 eff.) ----- def ----- Armour +8 Defense +10 (+3 eff.) Resists +14% darkness +3% light Mind.save +13 (+5 eff.) Max.HP +80.00 ---------- misc Max.stam +20.00 Infravis +4 Unarmed combat: Power 156% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +22 Apr +5 Crit +15.0% Atk.spd 100% Melee+ +25 darkness On Hit: 10% Battle Shout 5 On Crit: 10% Dominate 5 Track: Puts all charms on 11 cooldown Level 4.5 Pwr.cost 11 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 7 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | yew totem of healing 'Blizzardvault' [power 320] (11 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +6 Wil dps ---------- Spell.crit +6% Crit.mult +20.00% Res.pen +25% blight Melee Ret 6 cold ----- def ----- Resists +9% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | Deletogen0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +15% physical Acc +20 (+4 eff.) ----- def ----- Mind.save +7 (+3 eff.) Die.at -80.00 life Confus- +26% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
| Around neck | Unrafast the Rainsever0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Crit.mult +13.00% Phys.pwr +9 (+2 eff.) Phys.spd +10% Dmg.mod +9% cold +9% physical Acc +8 (+2 eff.) Apr +16 Melee Ret 4 cold ----- def ----- Resists +6% cold Die.at -60.00 life Silence- +20% Amulets make your neck look great! |
| In main hand | voratun waraxe 'Mirehack' (169% power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Master Power 169% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 mind While equipped: Stats +8 Cun dps ---------- Crit.mult +20.20% On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Resists +15% light ---------- misc Max.psi +40.00 One-handed war axes. |
| Around waist | Flashrace the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Dex +5 Cun +5 Con dps ---------- Phys.crit +12.0% Mind.crit +10% Phys.pwr +13 (+3 eff.) Dmg.mod +3% nature +6% light Res.pen +15% light ----- def ----- Armour +12 Defense +15 (+4 eff.) Resists +9% acid +6% light Phys.save +29 (+7 eff.) Spell.save +6 (+2 eff.) ---------- misc Light +1 Size +1 A belt that goes around your waist. |
| In off hand | voratun waraxe 'Sunnight' (154% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Power 155% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +24 lightning +40 cold On Crit: * Deals 73 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +11 Str dps ---------- Mov.spd +43% Dmg.mod +11% physical Res.pen +24% lightning +17% cold Acc +25 (+4 eff.) Apr +9 Melee Ret 8 light One-handed war axes. |
| Cloak | Balakor (2 def, 11 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Con dps ---------- Crit.mult +20.00% Acc +20 (+4 eff.) ----- def ----- Armour +11 Defense +2 (+1 eff.) Resists +13% cold +6% mind +2% physical Phys.save +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | elven-silk robe 'Guniyarak' (5 def, 5 armour)2.0 T5 cloth armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +9 (+3 eff.) Dmg.mod +26% physical +30% nature +30% darkness Res.pen +10% blight +15% physical +18% darkness Melee Ret 8 mind On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Armour +5 Defense +5 (+2 eff.) Resists +15% blight +45% nature +15% all Phys.save +30 (+7 eff.) ---------- misc Max.hate +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 87.59 physical damage and 150.45 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 263; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 263 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (326.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 348.82 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. |
shatter afflictions rune of the warrior (absorb 136; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 136 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Tome of Uttercold0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
Tome of Wildfire0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
insulating copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% fire +12% cold Amulets make your neck look great! |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Mucusspitter0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% physical ----- def ----- Armour +3 Defense +4 (+1 eff.) Resists +3% nature Res.Cap +3% all Crit.chn- 15.00% Phys.save +14 (+3 eff.) ---------- misc Max.stam +30.00 Amulets make your neck look great! |
steel amulet 'Boltkiller'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light +9% lightning Res.pen +5% light +5% lightning ----- def ----- Resists +6% lightning +9% blight Heal.mod +16% Cut- +50% ---------- misc Light +3 Heal: Puts all charms on 24 cooldown Level 3.5 Pwr.cost 24 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 300 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+6 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 7.2 Pwr.cost 7 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 734.21 physical damage in a radius 9 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ivira the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.crit +4% Dmg.mod +3% mind ----- def ----- Resists +3% mind Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Equi/ret +0.12 Psi/ret +0.12 Rings make your fingers look great! |
savage's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +10 (+3 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
Mayimina the Strikesting0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +2 Mag dps ---------- Crit.mult +20.00% Melee+ 17 physical Ranged+ 15 physical Dmg.mod +6% lightning Res.pen +15% lightning Melee Ret 10 blight On Hit (Melee): * 13% chance to reduce all saves and defense by 27 On Hit (Ranged): * 12% chance to reduce all saves and defense by 27 ----- def ----- Armour +10 Defense +10 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 14 cooldown Level 5.6 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 174% weapon damage. If the attack hits, the target will bleed for 327% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.06 cold and 22.57 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 41 power out of 60/60 This azure ring seems to be always moist to the touch. |
gold ring 'Gleamvenom'0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +12% lightning +6% light Res.pen +10% temporal ----- def ----- Resists +24% lightning +9% light Mind.save +5 (+2 eff.) Max.HP +67.00 HP.reg +11.00 Heal.mod +11% Confus- +31% Rings make your fingers look great! |
Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+3 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Die.at -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. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +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. |
Plague-Fire Sceptre (127% power, 4 apr, physical element)5.0 T3 staff 1H weapon Reqs Mag 24 [Unique] Arcane Power 127% Range: 1.2x Uses 125% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+6 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 11 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Staff of Bones (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 121% Range: 1.2x Uses 150% Mag Dmg Darkness Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+5 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
Staff of Destruction (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 121% Range: 1.2x Uses 100% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
Awakened Staff of Absorption (172% power, 60 apr, arcane element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+11 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +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." |
Unlightvengeance (104% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Psionic Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +8 light +7 darkness Against +5% Living On Hit: * 20% chance to reduce damage dealt by 22% While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +6% light +3% darkness ---------- misc Infravis +1 Sharp, long, and deadly. |
Perseverance (138% power, 9 apr)3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 138% Range: 1.4x Uses 20% Wil, 90% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+5 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Anmalice (158% power, 20 apr)3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 158% Range: 1.4x Uses 10% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-10 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Corpathus (150% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +21.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +30.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
enhanced stralite longsword of evisceration (142% power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Nature/Master Power 142% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Str +8 Dex +7 Mag +7 Wil +6 Cun +4 Con dps ---------- Phys.crit +8.0% Phys.pwr +9 (+2 eff.) Sharp, long, and deadly. |
Witch-Bane (152% power, 4 apr)3.0 T5 longsword 1H weapon [Unique] Nature/Disrupt Power 152% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +20.0% Atk.spd 100% On Hit: 0% Mana Clash 0 On Hit: * 50 arcane resource burn While equipped: ----- def ----- Resists +15% blight -15% physical +15% all ---------- misc Cooldown Mana Clash -2 Antimagic Zone -2 A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
inquisitor's voratun longsword of ruin (155% power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Disrupt/Master Power 155% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Deals 73 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +10.0% Crit.mult +19.00% Apr +11 Sharp, long, and deadly. |
voratun longsword 'Cloudweeper' (154% power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 154% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 light Against +18% Undead On Hit.r1 +12 arcane +8 lightning On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +26% acid +6% lightning Res.pen +20% acid +14% all Acc +18 (+3 eff.) Apr +12 Melee Ret 10 lightning Sharp, long, and deadly. |
Thunderfall (161% power, 6 apr)3.0 T5 mace 1H weapon [Unique] Psionic Power 162% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 41 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Ureslak's Femur (164% power, 5 apr)3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 164% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Polythra the iron waraxe (117% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 117% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +8 blight While equipped: Stats +1 Con dps ---------- Melee Ret 2 physical ----- def ----- Defense +15 (+4 eff.) Phys.save +9 (+2 eff.) ---------- misc Stam/turn +1.00 One-handed war axes. |
Nobar the steel waraxe (109% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +10 lightning +10 cold While equipped: dps ---------- Mov.spd +25% Res.pen +9% lightning +8% cold +6% all Acc +14 (+3 eff.) Apr +7 ----- def ----- Defense +5 (+2 eff.) Resists +3% darkness Die.at -20.00 life Max.HP +40.00 Disarm- +25% Confus- +20% One-handed war axes. |
slime-covered dwarven-steel waraxe of massacre (133% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Disrupt/Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 7% chance to slow global speed by 54% One-handed war axes. |
Prismire the stralite waraxe (151% power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +9 (+2 eff.) Dmg.mod +9% lightning Res.pen +10% light +20% lightning ---------- misc Light +3 One-handed war axes. |
Tidepain the stralite waraxe (153% power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 153% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +20 cold On Hit.r1 +16 cold On Hit: * 20% chance to slow global speed by 54% While equipped: Stats +3 Mag +3 Cun +2 Con dps ---------- Dmg.mod +18% nature Res.pen +25% cold One-handed war axes. |
stralite waraxe 'Singesin' (138% power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 139% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +20 blight +20 fire On Hit.r1 +20 fire On Crit.r2 +20 blight While equipped: dps ---------- Acc +12 (+2 eff.) ----- def ----- Defense +13 (+4 eff.) Disarm- +36% One-handed war axes. |
Forestwinter the voratun waraxe (151% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +25 acid +4 temporal +37 nature On Hit: * 20% chance to slow global speed by 54% While equipped: dps ---------- Dmg.mod +6% nature Res.pen +14% acid +15% temporal +17% nature +15% all Acc +40 (+7 eff.) Apr +22 ----- def ----- Defense +14 (+4 eff.) Resists +6% nature +9% temporal Disarm- +32% One-handed war axes. |
iron dagger 'Koriruirig' (101% power, 8 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 101% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +3% mind Acc +5 (+1 eff.) ----- def ----- Armour +2 Defense +5 (+2 eff.) Resists +3% fire Disarm- +22% Sharp, short and deadly. |
Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Str, 65% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 4.5 Pwr.cost 14 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 77.58 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
steel dagger 'Cleanseoozer' (104% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 105% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 temporal On Crit.r2 +12 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Phys.crit +8.0% Dmg.mod +6% nature Acc +7 (+1 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +8 (+2 eff.) Disarm- +26% Sharp, short and deadly. |
dwarven-steel dagger 'Gothra' (115% power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Nature/Disrupt/Master Power 115% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Deals 73 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +7 Con +8 Wil dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Resists +3% cold +3% fire +5% arcane +1% physical Max.HP +18.00 Disarm- +31% ---------- misc Max.stam +30.00 Sharp, short and deadly. |
Mercy (143% power, 9 apr)1.0 T4 dagger 1H weapon [Unique] Psionic Power 144% Range: 1.3x Uses 55% Dex, 45% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Blindblur the voratun dagger (165% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Master/Psionic Power 166% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +34 darkness Against +32% Living On Crit.r2 +4 mind While equipped: dps ---------- Mind.pwr +5 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Resists +12% darkness ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 Sharp, short and deadly. |
Life Drinker (152% power, 11 apr)1.0 T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Power 152% Range: 1.3x Uses 55% Mag, 35% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.5 Pwr.cost 28 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 5.10 acid and 5.10 blight damage. If not cleared after five turns it will inflict 28.97 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Malyrek the Nimbusvault (148% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Master/Psionic Power 148% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 lightning On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +10 Str dps ---------- Phys.crit +15.0% Phys.pwr +13 (+3 eff.) Dmg.mod +12% lightning +14% physical Res.pen +25% lightning Acc +19 (+3 eff.) Sharp, short and deadly. |
Frozen Shards (24/25, 139% power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Ice Acc+ +0.2% base dam (max 20%) Apr +15 Crit +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. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+4 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+6 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+6 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 2.5 Pwr.cost 34 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 11 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
stormwoven elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +6 Str +5 Mag +4 Wil dps ---------- Dmg.mod +15% lightning +13% physical +22% cold ----- def ----- Resists +14% lightning +9% cold +6% blight +15% all Max.HP +65.00 HP.reg +2.30 Heal.mod +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betilaith the Brandedge1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Mag +6 Con dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +3% fire Melee Ret 4 fire ----- def ----- Resists +9% light Mind.save +6 (+2 eff.) A belt that goes around your waist. |
Lightningream the rough leather belt1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% lightning Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Resists +6% acid +15% lightning +6% blight A belt that goes around your waist. |
rough leather belt 'Scaldriver'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Armour +2 Resists +6% nature +6% darkness Max.HP +30.00 A belt that goes around your waist. |
Morbuscast1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Dex +4 Wil +10 Cun +2 Con +6 Lck dps ---------- Mind.pwr +3 (+1 eff.) Against +20% Summoned ----- def ----- Resists +6% nature D.Red.from +15% Summoned Mind.save +5 (+2 eff.) Stealth +7 ---------- misc T.Disarm +13 Infravis +4 A belt that goes around your waist. |
balancing hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Master While equipped: Stats +3 Cun +5 Dex dps ---------- Phys.crit +15.0% Mind.crit +7% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) A belt that goes around your waist. |
Dridralach the Quenchstreaker (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 8 cold ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +3% blight +10% cold +3% light Spell.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arctooth (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% light Res.pen +10% lightning Melee Ret 8 mind 4 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +12% lightning +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of Iron Throne (2 def, 7 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fogglory (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +8 Dex dps ---------- Dmg.mod +9% darkness Apr +1 ----- def ----- Armour +1 Stealth +5 Die.at -20.00 life ---------- misc Stam/turn +2.00 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
wanderer's pair of hardened leather boots of evasion (4 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: Stats +3 Cun +1 Con ----- def ----- Armour +3 Defense +4 (+1 eff.) Phys.save +13 (+3 eff.) Mind.save +12 (+4 eff.) Evasion: (Instant) Puts all charms on 21 cooldown Level 5.6 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 66 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Sparkvault the pair of drakeskin leather boots (0 def, 11 armour)2.0 T5 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% lightning +12% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Resists +3% temporal HP.reg +8.00 Heal.mod +17% ---------- misc Stam/turn +0.60 Max.stam +39.00 Infravis +2 A pair of boots made of leather. |
Elenylathatar (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +6% acid +3% mind Res.pen +20% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 27 * 20% chance to reduce armor by 15% ----- def ----- Armour +3 Fatigue +2% Resists +6% mind Rush: Puts all charms on 17 cooldown Level 7.2 Pwr.cost 17 out of 25/25. Range 11 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Iviwen' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +2% physical Phys.save +3 (+1 eff.) ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Elitta the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +3 Con dps ---------- Mind.crit +8% Res.pen +25% physical Acc +10 (+2 eff.) ----- def ----- Armour +5 Fatigue +4% Resists +10% lightning +13% temporal Phys.save +15 (+4 eff.) ---------- misc Infravis +3 See.Invis +18 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Abyssshine (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +4% nature ----- def ----- Armour +1 Resists +12% acid +12% fire +6% nature Phys.save +6 (+1 eff.) Mind.save +3 (+1 eff.) Die.at -60.00 life Stun/Frz- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Unarmed combat: Power 92% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 89% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 4.5 Pwr.cost 6 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 70.19 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
temporal rough leather gloves of the starseeker (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +2 Cun +2 Mag dps ---------- Melee+ 6 temporal Ranged+ 6 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Resists +6% temporal +6% light +6% darkness ---------- misc Infravis +1 Unarmed combat: Power 95% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +13 light +14 darkness On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Starfall: Puts all charms on 14 cooldown Level 2.5 Pwr.cost 14 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 59.66 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Pitchwreck the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +3 Wil +8 Cun +4 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +2 Resists +6% darkness Crit.chn- 15.00% Disarm- +27% ---------- misc Infravis +1 See.Invis +6 Masteries +0.20 Technique/Grappling Unarmed combat: Power 114% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Disarm 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 115% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 3.5 Pwr.cost 5 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 380.38 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
drakeskin leather gloves 'Armyruikor' (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Wil +10 Con dps ---------- Melee+ 14 acid Dmg.mod +9% acid Res.pen +10% acid Melee Ret 10 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Armour +3 Resists +8% acid +16% mind Phys.save +19 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +9 (+3 eff.) Disarm- +89% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 130% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +29 physical On Crit.r2 +14 acid On Hit: 10% Disarm 5 On Hit: 10% Juggernaut 1 On Hit: 10% Corrosive Breath 5 Juggernaut: (Instant) Puts all charms on 21 cooldown Level 5.9 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 38% and provides a 22% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Daimasadur the Gloomenvy (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Melee+ 5 mind Dmg.mod +4% mind Res.pen +10% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +6% mind +3% darkness Unarmed combat: Power 107% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 mind On Hit: 20% Psychic Lobotomy 1 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Earista' (15 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Psionic While equipped: dps ---------- Acc +15 (+3 eff.) ----- def ----- Armour +2 Defense +15 (+4 eff.) Fatigue +3% Phys.save +8 (+2 eff.) Mind.save +7 (+3 eff.) HP.reg +5.00 Disarm- +22% ---------- misc Stam/turn +3.20 Max.stam +32.00 Unarmed combat: Power 119% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 20% Nightmare 3 On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets of the verdant (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: ----- def ----- Armour +6 Fatigue +3% Resists +7% blight +10% darkness +8% arcane Affinity +7% nature Spell.save +11 (+4 eff.) Mind.save +8 (+3 eff.) Max.HP +51.00 ---------- misc Masteries +0.20 Wild-gift/Antimagic Unarmed combat: Power 125% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Battle Shout 3 On Crit: 20% Call of the Ooze 2 Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 131% Range: 1.4x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Level 4.5 Pwr.cost 14 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 20.33 mind and 26.03 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 22% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 21. Terrified: Deals 4.82 mind and 6.17 darkness damage per turn and increases cooldowns by 35%. Haunted: Causes the target to suffer 8.03 mind and 10.28 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 147% Range: 1.4x Uses 40% Str, 40% Dex, 10% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 4.5 Pwr.cost 17 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 171% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Islywen the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +2 Str dps ---------- Dmg.mod +6% physical Acc +10 (+2 eff.) Apr +2 Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Defense +2 (+1 eff.) Mind.save +10 (+4 eff.) ---------- misc Max.stam +10.00 A pointy cloth hat, very wizardly... |
Glacierclash the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Acc +15 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% cold Phys.save +11 (+3 eff.) Die.at -40.00 life A cap made of leather. |
grounding rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal A cap made of leather. |
rough leather cap 'Erelegas' (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +6% light +6% temporal Crit.chn- 15.00% Phys.save +6 (+1 eff.) Die.at -80.00 life Pinning- +20% ---------- misc Infravis +2 A cap made of leather. |
Betelrassra the Kindlekarma (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Spell.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +12% blight Res.pen +15% light ----- def ----- Defense +2 (+1 eff.) Resists +12% blight Shield.pwr +6% HP.reg +2.50 ---------- misc Mana/turn +0.12 A pointy cloth hat, very wizardly... |
iron helm of knowledge (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
13 agate0.0 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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 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. |
9 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
31 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
18 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
21 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
22 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Burning Star1.0 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. |
1346 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
47 alchemist bloodstone0.0 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. |
Pitchsage the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun +2 Wil dps ---------- Crit.mult +10.00% Mind.pwr +5 (+2 eff.) ----- def ----- Resists +6% darkness Max.HP +42.00 ---------- misc Hate/m.crit +3.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Ashschism'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% lightning +3% fire +6% nature Mind.save +6 (+2 eff.) Max.HP +40.00 Disarm- +20% Stun/Frz- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Issilathadil'2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str +2 Wil +1 Cun dps ---------- Res.pen +5% mind ----- def ----- Defense +5 (+2 eff.) Phys.save +6 (+1 eff.) Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Grinedig1.0 T3 lite [Rare] Master While equipped: ----- def ----- Resists +3% mind Stun/Frz- +20% Knockbk- +10% ---------- misc Mana/turn +0.04 Vim/s.crit +2.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Emelabeth'1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Con ----- def ----- Resists +10% blight +3% temporal +3% lightning Crit.chn- 10.00% Mind.save +19 (+7 eff.) Die.at -60.00 life HP.reg +9.00 Disarm- +20% ---------- misc Light +9 See.Stealth +16 See.Invis +24 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 55 out of 150/150. Range melee/personal 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 3, doing 8.94 cold damage and 12.56 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 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. |
iron pickaxe 'Eilinikira' (dig speed 39 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Dex dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +5% nature Melee Ret 2 mind ----- def ----- Resists +11% nature Crit.chn- 10.00% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Issuldil the dwarven-steel pickaxe (dig speed 6 turns)3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +7 Str +10 Wil +4 Cun dps ---------- Phys.crit +8.0% Mind.crit +8% Dmg.mod +6% temporal ----- def ----- Armour +4 Defense +5 (+2 eff.) Resists +7% fire +7% darkness +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Demonic Orb of Many Ways1.0 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. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 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 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. |
Tydudas the ash totem of healing [power 200] (11 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +25 (+5 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Resists +5% arcane +6% temporal Die.at -80.00 life ---------- misc Stam/turn +3.00 Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 11 cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Maliromigas the Demonwell [power 320] (11 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Resists +9% nature +12% temporal Spell.save +9 (+3 eff.) Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 11 cooldown 100% to reduce fatigue by 32% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+3 eff.) On Melee Ret: * 18% chance to slow global speed by 54% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 34 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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 (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Ian Hanken the Krog Marauder level 38
9th Mirth 124th year of Ascendancy at 04:59 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ian Hanken the Krog Marauder level 32
78th Regrowth 124th year of Ascendancy at 16:47 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Ian Hanken the Krog Marauder level 37
7th Mirth 124th year of Ascendancy at 11:09 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Ian Hanken the Krog Marauder level 49
50th Pyre 125th year of Ascendancy at 11:26 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Ian Hanken the Krog Marauder level 42
2nd Dusk 124th year of Ascendancy at 03:26 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Ian Hanken the Krog Marauder level 50
9th Pyre 126th year of Ascendancy at 18:44 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Ian Hanken the Krog Marauder level 40
7th Flare 124th year of Ascendancy at 14:37 see stats
Clone War (Insane (Adventure) difficulty)
Destroyed your own Shade.By Ian Hanken the Krog Marauder level 50
36th Pyre 126th year of Ascendancy at 23:05 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ian Hanken the Krog Marauder level 17
68th Haze 122nd year of Ascendancy at 09:43 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Ian Hanken the Krog Marauder level 42
8th Dusk 124th year of Ascendancy at 23:54 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Ian Hanken the Krog Marauder level 39
2nd Flare 124th year of Ascendancy at 07:21 see stats
Dethroned (Insane (Adventure) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Ian Hanken the Krog Marauder level 50
13rd Haze 125th year of Ascendancy at 19:20 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Ian Hanken the Krog Marauder level 31
43rd Regrowth 124th year of Ascendancy at 05:46 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Ian Hanken the Krog Marauder level 49
78th Regrowth 125th year of Ascendancy at 03:52 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Ian Hanken the Krog Marauder level 50
27th Dusk 126th year of Ascendancy at 06:07 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ian Hanken the Krog Marauder level 22
24th Regrowth 123rd year of Ascendancy at 03:58 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ian Hanken the Krog Marauder level 29
32nd Haze 123rd year of Ascendancy at 05:05 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Ian Hanken the Krog Marauder level 30
5th Decay 123rd year of Ascendancy at 07:43 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Ian Hanken the Krog Marauder level 50
22nd Dusk 126th year of Ascendancy at 15:42 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ian Hanken the Krog Marauder level 32
78th Regrowth 124th year of Ascendancy at 13:38 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ian Hanken the Krog Marauder level 10
43rd Haze 122nd year of Ascendancy at 08:36 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ian Hanken the Krog Marauder level 20
4th Allure 123rd year of Ascendancy at 04:24 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Ian Hanken the Krog Marauder level 30
5th Decay 123rd year of Ascendancy at 04:34 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Ian Hanken the Krog Marauder level 40
2nd Flare 124th year of Ascendancy at 17:33 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Ian Hanken the Krog Marauder level 50
13rd Haze 125th year of Ascendancy at 02:46 see stats
Oozemancer (Insane (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Ian Hanken the Krog Marauder level 48
61st Regrowth 125th year of Ascendancy at 09:45 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Ian Hanken the Krog Marauder level 50
6th Flare 126th year of Ascendancy at 19:27 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Ian Hanken the Krog Marauder level 22
23rd Regrowth 123rd year of Ascendancy at 04:27 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Ian Hanken the Krog Marauder level 50
6th Dusk 126th year of Ascendancy at 01:03 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Ian Hanken the Krog Marauder level 36
5th Mirth 124th year of Ascendancy at 21:18 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Ian Hanken the Krog Marauder level 29
2nd Haze 123rd year of Ascendancy at 12:37 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Ian Hanken the Krog Marauder level 39
2nd Flare 124th year of Ascendancy at 16:20 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Ian Hanken the Krog Marauder level 50
27th Dusk 126th year of Ascendancy at 06:06 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Ian Hanken the Krog Marauder level 49
12nd Haze 125th year of Ascendancy at 21:58 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ian Hanken the Krog Marauder level 6
34th Haze 122nd year of Ascendancy at 09:17 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Ian Hanken the Krog Marauder level 32
78th Regrowth 124th year of Ascendancy at 16:47 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ian Hanken the Krog Marauder level 31
43rd Regrowth 124th year of Ascendancy at 19:42 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Ian Hanken the Krog Marauder level 50
27th Dusk 126th year of Ascendancy at 06:07 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Ian Hanken the Krog Marauder level 50
23rd Dusk 126th year of Ascendancy at 21:11 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Ian Hanken the Krog Marauder level 44
60th Haze 124th year of Ascendancy at 19:34 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Ian Hanken the Krog Marauder level 31
43rd Regrowth 124th year of Ascendancy at 09:25 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ian Hanken the Krog Marauder level 21
10th Allure 123rd year of Ascendancy at 09:54 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ian Hanken the Krog Marauder level 15
58th Haze 122nd year of Ascendancy at 00:01 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ian Hanken the Krog Marauder level 36
6th Mirth 124th year of Ascendancy at 16:07 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By Ian Hanken the Krog Marauder level 49
12nd Haze 125th year of Ascendancy at 16:41 see stats
Log
Today is the 39th Dusk of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
Saving done.
Today is the 40th Dusk of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:55.
You cannot do that on the world map.
Today is the 41st Dusk of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 42nd Dusk of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
Today is the 43rd Dusk of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:38.
Today is the 44th Dusk of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:01.
You don't see how to get there...
Today is the 45th Dusk of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:11.
Today is the 46th Dusk of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:35.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Ian Hanken activates Total Thuggery.
Ian Hanken uses Blinding Speed.
Ian Hanken speeds up.


















































































































































































































