Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Roguelike |
Sex | Male |
Race | Dwarf |
Class | Shadowblade |
Level / Exp | 50 / 1441% |
Size | medium |
Lifes / Deaths | Killed by Elevar Ironbeard at level 50 on the 11st Shortage 123rd year of Ascendancy at 22:20 / 1 |
Primary Stats
Strength | 88 (base 43) |
Dexterity | 89 (base 66) |
Constitution | 33 (base 7) |
Magic | 123 (base 60) |
Willpower | 26 (base 14) |
Cunning | 104 (base 63) |
Resources
Life | 1268/1568 |
Mana | 198/534 |
Stamina | 63/327 |
Healing Factor | 1.4789294477288 |
Regeneration | 5.3980924842098 |
Speed
Mental | +4.9737991503207E-12% |
Attack | 0% |
Movement | 0% |
Spell | +4.9960036108132E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | -995.48859002678 |
Infravision | 7 |
See Stealth | 45.575238763606 |
See Invisible | 63.575238763606 |
Offense: Mainhand
Damage | 224 |
Accuracy | 85 |
Crit Chance | 100% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 180 |
Accuracy | 85 |
Crit Chance | 88% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 77 |
Crit Chance | 45% |
Speed | 0.99999999999995 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
Blight | +3% |
Arcane | +25% |
Cold | +12% |
All | 0% |
Lightning | +22% |
Light | +9% |
Physical | +10% |
Darkness | +32% |
Mind | +36% |
Nature | +30% |
Offense: Damage Penetration
Lightning | +29% |
Fire | +15% |
Cold | +15% |
Physical | +26% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 69 (51.69962066283%) |
Defense | 86 |
Ranged Defense | 86 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 36 |
Mental Save | 46 |
Defense: Resistances
Blight | + 26%( 76%) |
Arcane | + 37%( 76%) |
Mind | + 47%( 76%) |
All | + 16%( 76%) |
Lightning | + 30%( 76%) |
Light | + 49%( 86%) |
Physical | + 27%( 76%) |
Fire | + 23%( 76%) |
Cold | + 31%( 76%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 43% |
Silence Resistance | 67% |
Confusion Resistance | 80% |
Stun Resistance | 0% |
Pinning Resistance | 50% |
Poison Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 918% 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 109 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. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 715 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Cunning / Stealth | 1.50 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 1927. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within5 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 282 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 21 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Light source | DĂșathedlen Heart DĂșathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | Ivowen (27 def, 20 armour) Ivowen (27 def, 20 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Cun dps ---------- S.pwr/crit +6 Dmg.mod +9% mind Res.pen +5% mind Acc +9 (+2 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +20 Defense +27 (+5 eff.) Fatigue +5% Resists +10% all Phys.save +28 (+9 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.12 Max.mana +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | Splendourhacker the stralite torque of gale force [power 370] (13 cooldown) Splendourhacker the stralite torque of gale force [power 370] (13 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +8 Cun +11 Mag dps ---------- Phys.crit +4.0% Dmg.mod +9% light Res.pen +26% physical Apr +3 ----- def ----- Armour +8 Die.at -82.75 life Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 407 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Halydir the Noonlady Halydir the Noonlady0.1 T5 ring jewelry [Rare] Master While equipped: Stats +4 Dex +6 Mag dps ---------- Crit.mult +10.00% Mind.pwr +10 (+3 eff.) Dmg.mod +18% mind Melee Ret 4 blight ----- def ----- Resists +9% light Max.HP +46.00 Disarm- +43% Pinning- +50% Knockbk- +50% ---------- misc Max.hate +10.00 See.Invis +18 Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +19 Str +3 Mag +18 Con dps ---------- Mind.crit +5% Crit.mult +10.00% Phys.pwr +29 (+4 eff.) Dmg.mod +3% blight Phasing +10% ----- def ----- Silence- +47% Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Mana/turn +0.39 Max.vim +30.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | Frigidransom Frigidransom0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% cold Res.pen +15% cold On Hit (Melee): * 21% chance to reduce all saves and defense by 31 ----- def ----- Armour +8 Defense +11 (+2 eff.) Resists +18% cold +30% mind +13% physical Res.Cap +6% all Phys.save +19 (+6 eff.) Confus- +50% ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
In main hand | Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 65% Cun, 35% Dex, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Around waist | Branithel the Magmaravager Branithel the Magmaravager1.0 T5 belt armor [Rare] Nature While equipped: Stats +6 Dex +3 Con dps ---------- Phys.crit +6.0% Phys.pwr +32 (+4 eff.) Acc +32 (+7 eff.) ----- def ----- Resists +9% blight +9% fire Phys.save +15 (+5 eff.) HP.reg +3.40 Heal.mod +30% ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
In off hand | Arorin the Cindernight (52-68 power, 9 apr) Arorin the Cindernight (52-68 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 52.5 - 68.2 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 light Against +30% Undead On Hit.r1 +8 blight On Hit: * 23% chance to reduce strength, dexterity, and constitution by 33 * Create an explosion dealing 123 lightning damage (1/turn) While equipped: Stats +2 Wil +2 Con dps ---------- Dmg.mod +22% lightning Res.pen +29% lightning +15% fire ----- def ----- Crit.chn- 17.56% ---------- misc Light +4 Sharp, short and deadly. |
Cloak | Fulymas the Murkknave (8 def, 4 armour) Fulymas the Murkknave (8 def, 4 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +21.00% Phys.pwr +4 (+0 eff.) Dmg.mod +12% darkness Acc +43 (+9 eff.) Apr +11 ----- def ----- Armour +4 Defense +8 (+1 eff.) Fatigue -15% Resists +3% blight Stealth +15 Max.HP +129.00 Silence- +20% Confus- +20% ---------- misc Max.stam +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Xanusetira the drakeskin leather armour (20 def, 8 armour) Xanusetira the drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Str +10 Mag +7 Wil dps ---------- Phys.crit +13.0% Spell.crit +6% Mind.crit +9% Crit.mult +30.00% Phys.pwr +44 (+6 eff.) Spell.pwr +21 (+4 eff.) Mind.pwr +21 (+7 eff.) Dmg.mod +9% mind ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +7% mind +17% lightning Mind.save +18 (+6 eff.) Die.at -60.00 life ---------- misc Max.psi +30.00 A suit of armour made of leather. |
Inventory
healing infusion of the duelist (heal 240; cd 10) healing infusion of the duelist (heal 240; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 240 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 869%; cd 12) movement infusion of the wizard (speed 869%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 869% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 769%; cd 10) movement infusion of the wizard (speed 769%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 769% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 720; 16 cd) regeneration infusion of the duelist (heal 720; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 720 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 495; 12 cd) regeneration infusion of the psychic (heal 495; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 495 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. |
wild infusion (res 21%; physical; dur 2; cd 10) wild infusion (res 21%; physical; dur 2; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 41%; magical; dur 3; cd 12) wild infusion of the sneak (res 41%; magical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 41% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 30%; physical; dur 2; cd 16) wild infusion of the titan (res 30%; physical; dur 2; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 8; phase 32; cd 13) blink rune of the duelist (range 8; phase 32; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 46; cd 12) shatter afflictions rune of the psychic (absorb 46; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 46 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 207; cd 16) shatter afflictions rune of the warrior (absorb 207; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 207 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 572; dur 3; cd 18) shielding rune of the sneak (absorb 572; dur 3; 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 create a protective shield absorbing at most 572 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 439; dur 4; cd 14) shielding rune of the sneak (absorb 439; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 439 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 533; dur 5; cd 14) shielding rune of the wizard (absorb 533; dur 5; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 533 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 83; blocks 7; dur 4; cd 13) stormshield rune of the duelist (threshold 83; blocks 7; dur 4; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 7 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope 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' Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Earyyon Earyyon0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +4 Mag +3 Wil +7 Con ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +9% lightning +12% light +12% nature Res.Cap +7% all Phys.save +27 (+8 eff.) Spell.save +12 (+5 eff.) ---------- misc Light +3 Amulets make your neck look great! |
Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+6 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Garkul's Teeth 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 (+6 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 4.0 Pwr.cost 9 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 463.79 physical damage in a radius 7 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. |
Gloraserin the steel amulet Gloraserin the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Acc +15 (+3 eff.) Apr +3 ----- def ----- Fatigue -6% Resists +10% mind +1% physical HP.reg +2.00 Confus- +20% ---------- misc Stam/turn +0.50 Masteries +0.12 Spell/Temporal Amulets make your neck look great! |
Lorerobers Lorerobers0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +8% Spell.pwr +31 (+6 eff.) S.pwr/crit +6 ----- def ----- Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Mana/turn +0.40 Vim/s.crit +2.07 Max.mana +92.00 Amulets make your neck look great! |
Shockbile the stralite amulet Shockbile the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +8 Mag +4 Cun +13 Con dps ---------- Res.pen +25% lightning Melee Ret 6 lightning ----- def ----- Resists +12% mind Phys.save +17 (+6 eff.) Max.HP +70.00 HP.reg +9.00 Amulets make your neck look great! |
The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (177). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Unflinching Eye Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 51 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
grounding copper amulet grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets make your neck look great! |
protective stralite amulet protective stralite amulet0.1 T4 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +8 (+1 eff.) Res.Cap +6% all Phys.save +20 (+7 eff.) Amulets make your neck look great! |
starseer's voratun amulet of soulsearing starseer's voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +4% Crit.mult +15.00% Spell.pwr +20 (+4 eff.) Dmg.mod +8% temporal +7% darkness +13% blight +11% fire +6% light +8% physical Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Bregogund the Unlightworm Bregogund the Unlightworm0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +2 Wil dps ---------- Phys.pwr +20 (+3 eff.) Dmg.mod +16% lightning Res.pen +5% blight ----- def ----- Resists +32% lightning +3% darkness Die.at -80.00 life Rings make your fingers look great! |
Elywen the Gloompain Elywen the Gloompain0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% blight Acc +17 (+4 eff.) Apr +16 Melee Ret 10 temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 * 20% chance to reduce damage dealt by 25% ----- def ----- Defense +17 (+3 eff.) Resists +6% blight +3% temporal +6% darkness Def/telep +15 Res/telep +15% Dur/telep +15% Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Frostbiter Frostbiter0.1 T5 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% mind +30% cold Melee Ret 12 cold 12 mind 8 light ----- def ----- Resists +23% light +21% cold Mind.save +13 (+4 eff.) Confus- +40% Rings make your fingers look great! |
Hailvalor Hailvalor0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +7 Con dps ---------- Crit.mult +20.00% Phys.pwr +33 (+5 eff.) Spell.pwr +13 (+3 eff.) Mind.pwr +13 (+4 eff.) Melee Ret 10 cold ----- def ----- Resists +6% darkness +4% physical Max.HP +40.00 Cut- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
Ring of the Dead Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 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. |
conjurer's voratun ring of life conjurer's voratun ring of life0.1 T5 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +15 (+3 eff.) ----- def ----- Max.HP +96.00 HP.reg +19.00 Heal.mod +19% Rings make your fingers look great! |
gladiator's voratun ring of life gladiator's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Str +9 Con dps ---------- Phys.pwr +14 (+2 eff.) ----- def ----- Max.HP +78.00 HP.reg +18.00 Heal.mod +20% Rings make your fingers look great! |
sneakthief's voratun ring of life sneakthief's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +9 Cun +10 Dex dps ---------- Acc +15 (+3 eff.) ----- def ----- Max.HP +98.00 HP.reg +20.00 Heal.mod +20% Rings make your fingers look great! |
steel ring 'Daimorion' steel ring 'Daimorion'0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +12% physical ----- def ----- Resists +3% mind +12% physical Crit.chn- 15.00% HP.reg +7.00 Blind- +23% Stun/Frz- +30% ---------- misc Infravis +3 See.Stealth +7 See.Invis +7 Rings make your fingers look great! |
stralite ring of life stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +84.00 HP.reg +13.00 Heal.mod +14% Rings make your fingers look great! |
Byhell the voratun battleaxe (58-86 power, 4 apr) Byhell the voratun battleaxe (58-86 power, 4 apr)3.0 T5 battleaxe 2H weapon [Rare] Master Power 57.5 - 86.2 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +16 mind On Hit.r1 +24 acid While equipped: Stats +16 Str dps ---------- Mind.crit +6% Crit.mult +20.00% Dmg.mod +21% physical Res.pen +20% acid Acc +35 (+7 eff.) ----- def ----- Resists +3% physical +15% fire +12% nature +24% darkness Stun/Frz- +27% ---------- misc Equi/ret +0.20 Hate/m.crit +6.00 Massive two-handed battleaxes. |
Blazekill (27-35 power, 9 apr) Blazekill (27-35 power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Master Power 27.0 - 35.1 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +6 Dex dps ---------- Spell.pwr +20 (+4 eff.) Res.pen +15% blight +15% lightning Acc +40 (+8 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Defense +11 (+2 eff.) Disarm- +43% ---------- misc Mana/turn +0.20 Max.vim +30.00 Sharp, short and deadly. |
Icy Kill (35-46 power, 10 apr) Icy Kill (35-46 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Moon (10-13 power, 0 apr) Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Dex, 20% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Olyruirath (30-38 power, 9 apr) Olyruirath (30-38 power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Master Power 29.5 - 38.4 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +14.0% Atk.spd 100% Phasing +30% While equipped: Stats +4 Con dps ---------- Phys.pwr +15 (+2 eff.) Res.pen +15% physical Acc +12 (+3 eff.) ----- def ----- Armour +12 Defense +13 (+2 eff.) Resists +3% physical Disarm- +39% Sharp, short and deadly. |
Spelldrinker (27-35 power, 8 apr) Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Cun, 70% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+5 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (10-13 power, 0 apr) Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Dex, 20% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Mag, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 65% Mag Mastery Dagger Mastery 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 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 206.64 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. |
elemental voratun dagger of rage (37-48 power, 9 apr) elemental voratun dagger of rage (37-48 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Arcane/Master Power 37.0 - 48.1 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Create an explosion dealing 123 acid damage (1/turn) While equipped: Stats +7 Str dps ---------- Dmg.mod +22% acid +11% physical Res.pen +18% acid Acc +22 (+5 eff.) Sharp, short and deadly. |
enhanced stralite dagger of ruin (30-38 power, 9 apr) enhanced stralite dagger of ruin (30-38 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 29.5 - 38.4 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +8 Str +9 Dex +8 Mag +8 Wil +10 Cun +7 Con dps ---------- Phys.crit +13.0% Crit.mult +22.00% Apr +6 Sharp, short and deadly. |
enhanced voratun dagger of evisceration (38-50 power, 9 apr) enhanced voratun dagger of evisceration (38-50 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 38.5 - 50.1 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Wound the target dealing 398 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Str +8 Dex +11 Mag +7 Wil +4 Cun +10 Con dps ---------- Phys.crit +9.0% Phys.pwr +14 (+2 eff.) Sharp, short and deadly. |
plaguebringer's stralite dagger of amnesia (32-41 power, 9 apr) plaguebringer's stralite dagger of amnesia (32-41 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Arcane/Psionic Power 31.5 - 41.0 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 4 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 33 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: ----- def ----- Disease- +17% Sharp, short and deadly. |
thought-forged voratun dagger of enduring (37-48 power, 9 apr) thought-forged voratun dagger of enduring (37-48 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Nature/Psionic Power 37.0 - 48.1 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +19 mind On Hit: * 28% chance to reduce all saves and defense by 31 While equipped: Stats +22 Wil +6 Cun +15 Con ----- def ----- Max.HP +64.00 Sharp, short and deadly. |
truestriking voratun dagger of rage (38-50 power, 9 apr) truestriking voratun dagger of rage (38-50 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master Power 38.5 - 50.1 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +9 Str dps ---------- Dmg.mod +9% physical Res.pen +10% physical Acc +30 (+6 eff.) Apr +15 Sharp, short and deadly. |
warbringer's voratun dagger of corruption (36-47 power, 9 apr) warbringer's voratun dagger of corruption (36-47 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Arcane/Master Power 36.0 - 46.8 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 5 While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+1 eff.) Res.pen +11% physical ----- def ----- Disarm- +29% Sharp, short and deadly. |
warbringer's voratun dagger of torment (36-47 power, 9 apr) warbringer's voratun dagger of torment (36-47 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master/Psionic Power 36.5 - 47.5 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +6 Con dps ---------- Phys.pwr +11 (+1 eff.) Res.pen +12% physical ----- def ----- Disarm- +24% Sharp, short and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element) Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag 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 (+10 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 170 power out of 22/200 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." |
potent dragonbone vilestaff of fate (41-49 power, 6 apr, fire element) potent dragonbone vilestaff of fate (41-49 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego] Arcane Power 41.0 - 49.2 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +20 (+4 eff.) Dmg.mod +41% fire ----- def ----- Phys.save +15 (+5 eff.) Spell.save +15 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Emblem of Evasion Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.2 Pwr.cost 26 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 37% chance to evade melee and ranged attacks and 52 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of Preservation Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+6 eff.) Mind.save +15 (+5 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Kindlecrypt Kindlecrypt1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +34 (+5 eff.) Dmg.mod +33% darkness On Hit (Melee): * 23% chance to slow global speed by 58% ----- def ----- Armour +15 Defense +49 (+10 eff.) Phys.save +22 (+7 eff.) ---------- misc Light +3 A belt that goes around your waist. |
Scaldmoon Scaldmoon1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +3 Wil +5 Cun dps ---------- Phys.crit +7.0% Mind.crit +10% Res.pen +10% mind +20% fire Melee Ret 4 fire ----- def ----- Armour +11 Resists +3% mind Mind.save +11 (+3 eff.) Max.HP +69.00 Create a temporary shield that absorbs 263 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
Tarryldil the drakeskin leather belt Tarryldil the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +1 Wil +10 Cun +2 Con +9 Lck ----- def ----- Armour +11 Defense +14 (+3 eff.) Fatigue -9% Resists +5% arcane Crit.chn- 15.66% Phys.save +23 (+7 eff.) Stealth +14 ---------- misc T.Disarm +26 Max.enc +60 Light +1 Infravis +6 A belt that goes around your waist. |
Yarechak the drakeskin leather belt Yarechak the drakeskin leather belt1.0 T5 belt armor [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +27% acid On Hit (Melee): * 21% chance to reduce armor by 44% ----- def ----- Fatigue -9% Resists +9% acid Spell.save +15 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +60 Vim/s.crit +2.07 Max.vim +50.00 A belt that goes around your waist. |
nightruned rough leather belt of unlife nightruned rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +5% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Chamohek' rough leather belt 'Chamohek'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +15% physical ----- def ----- Defense +24 (+5 eff.) Resists +1% physical Stealth +6 ---------- misc Max.stam +10.00 See.Invis +3 A belt that goes around your waist. |
cashmere cloak 'Shadehue' (2 def, 0 armour) cashmere cloak 'Shadehue' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +21.00% Dmg.mod +15% mind Res.pen +10% mind Acc +9 (+2 eff.) Apr +11 On Hit (Melee): * 10% chance to reduce all saves and defense by 31 * 20% chance to reduce damage dealt by 25% ----- def ----- Defense +2 (+0 eff.) Resists +9% mind +15% darkness Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak of the hunter (3 def, 0 armour) shadow elven-silk cloak of the hunter (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +25% darkness Res.pen +19% darkness Acc +22 (+5 eff.) ----- def ----- Defense +3 (+0 eff.) Fatigue -10% Resists +25% darkness Stealth +25 Max.HP +94.00 ---------- misc Max.stam +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Camedunalar (25 def, 0 armour) Camedunalar (25 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +7% acid +10% physical +13% fire +10% cold Acc +10 (+2 eff.) ----- def ----- Defense +25 (+5 eff.) Resists +14% acid +15% physical +9% blight +12% cold +12% fire +9% all ---------- misc Max.stam +30.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+6 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+2 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Koruroddablek (0 def, 0 armour) Koruroddablek (0 def, 0 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Crit.mult +10.00% Phys.pwr +15 (+2 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +6% mind +3% physical Acc +5 (+1 eff.) Apr +4 ----- def ----- Resists +11% all Mind.save +20 (+6 eff.) ---------- misc Stam/turn +2.00 Max.stam +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour) 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 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+8 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) 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 (+5 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 43 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. |
ancient elven-silk robe of blight (+30%) (0 def, 0 armour) ancient elven-silk robe of blight (+30%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +9 Mag dps ---------- Dmg.mod +30% blight +29% temporal +30% physical Res.pen +15% temporal +15% physical ----- def ----- Resists +30% blight +15% all Anom.red +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's elven-silk robe of Angolwen (0 def, 0 armour) dispeller's elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +16 (+3 eff.) S.pwr/crit +7 ----- def ----- Resists +11% lightning +12% darkness +12% light +12% blight +12% fire +12% cold +15% all Phys.save +20 (+7 eff.) Spell.save +38 (+14 eff.) Mind.save +18 (+6 eff.) Silence- +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of Linaniil (0 def, 0 armour) elven-silk robe of Linaniil (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +13% Spell.pwr +30 (+6 eff.) ----- def ----- Resists +15% all ---------- misc Mana/turn +0.40 Max.mana +96.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Eclipseparry' (0 def, 10 armour) silk robe 'Eclipseparry' (0 def, 10 armour)2.0 T4 cloth armor [Rare] Arcane While equipped: Stats +6 Dex +9 Mag +2 Con dps ---------- Dmg.mod +25% temporal +25% physical Res.pen +11% temporal +11% physical Acc +20 (+4 eff.) Apr +3 Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Armour +10 Resists +9% darkness +13% all Anom.red +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ememina the pair of voratun boots (0 def, 14 armour) Ememina the pair of voratun boots (0 def, 14 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Str +9 Mag +16 Wil +7 Cun dps ---------- Spell.crit +5% ----- def ----- Armour +14 Fatigue +4% Resists +6% acid Phys.save +15 (+5 eff.) Spell.save +14 (+6 eff.) Mind.save +14 (+4 eff.) ---------- misc Mana/turn +0.60 Max.mana +59.00 Infravis +6 See.Invis +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gymiwe (0 def, 14 armour) Gymiwe (0 def, 14 armour)2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Con +6 Wil dps ---------- Spell.pwr +13 (+3 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +3% acid +9% mind Res.pen +15% mind +10% physical On Hit (Melee): * 10% chance to reduce all saves and defense by 31 ----- def ----- Armour +14 Resists +15% acid +20% mind ---------- misc Infravis +3 Blindside: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Morningraven (30 def, 5 armour) Morningraven (30 def, 5 armour)2.0 T5 feet armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +15% light +12% physical Res.pen +10% physical Acc +25 (+5 eff.) ----- def ----- Armour +5 Defense +30 (+6 eff.) HP.reg +10.00 Heal.mod +18% ---------- misc Light +3 A pair of boots made of leather. |
Scaldslicer (0 def, 3 armour) Scaldslicer (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% blight +12% fire +9% light Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Armour +3 Resists +15% fire Silence- +38% Confus- +35% Stun/Frz- +34% ---------- misc Light +1 A pair of boots made of leather. |
blood-soaked pair of drakeskin leather boots of tirelessness (0 def, 5 armour) blood-soaked pair of drakeskin leather boots of tirelessness (0 def, 5 armour)2.0 T5 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Apr +13 ----- def ----- Armour +5 ---------- misc Stam/turn +1.20 Max.stam +39.00 A pair of boots made of leather. |
pair of drakeskin leather boots of void walking (0 def, 5 armour) pair of drakeskin leather boots of void walking (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane While equipped: dps ---------- Res.pen +20% darkness +19% temporal ----- def ----- Armour +5 Resists +28% darkness +30% temporal Def/telep +28 Res/telep +20% Dur/telep +29% A pair of boots made of leather. |
pair of hardened leather boots 'Serpentimmortal' (0 def, 3 armour) pair of hardened leather boots 'Serpentimmortal' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 6 temporal On Hit (Melee): * 20% chance to slow global speed by 58% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue -7% Resists +3% nature Phys.save +10 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +38 A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of speed (0 def, 5 armour) undeterred pair of drakeskin leather boots of speed (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Silence- +50% Confus- +50% Stun/Frz- +50% A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour) undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: dps ---------- Res.pen +10% darkness +12% temporal ----- def ----- Armour +4 Fatigue +3% Resists +14% darkness +15% temporal Silence- +24% Confus- +35% Stun/Frz- +26% Def/telep +19 Res/telep +14% Dur/telep +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Adogata the Lustrewell (0 def, 13 armour) Adogata the Lustrewell (0 def, 13 armour)1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +12 Dex +9 Cun dps ---------- Melee+ 15 physical Dmg.mod +9% temporal +10% physical Acc +35 (+7 eff.) Apr +15 ----- def ----- Armour +13 Resists +3% light +12% temporal Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +1 Unarmed combat: Power 27.0 - 29.7 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +21 Apr +15 Crit +16.0% Atk.spd 100% On Hit.r1 +14 physical On Crit.r2 +14 physical On Hit: 15% Perfect Strike 5 On Hit: 10% Sand Breath 5 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bethusebrema the Winterblack (0 def, 3 armour) Bethusebrema the Winterblack (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Str +5 Wil +8 Con dps ---------- Dmg.mod +15% physical +24% fire +18% cold Res.pen +20% lightning ----- def ----- Armour +3 Fatigue +5% Disarm- +50% ---------- misc Stam/turn +3.49 Masteries +0.20 Technique/Grappling Unarmed combat: Power 27.5 - 38.5 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Disarm 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Layalaith the Umbraquick (0 def, 3 armour) Layalaith the Umbraquick (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Con dps ---------- Phys.crit +15.0% Spell.crit +13% Mind.crit +18% Crit.mult +14.00% Dmg.mod +6% cold Res.pen +20% darkness +25% cold Acc +10 (+2 eff.) Melee Ret 4 darkness 4 cold ----- def ----- Armour +3 Resists +6% darkness Phys.save +32 (+10 eff.) Spell.save +10 (+4 eff.) Mind.save +16 (+5 eff.) Disarm- +83% Unarmed combat: Power 36.5 - 40.2 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 Crit +12.0% Atk.spd 100% Melee+ +26 physical On Hit: 10% Juggernaut 1 On Hit: 10% Perfect Control 5 On Crit: 20% Cripple 5 Juggernaut: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 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 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Magmawaker the hardened leather gloves (0 def, 2 armour) Magmawaker the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Crit.mult +5.00% Dmg.mod +12% arcane Acc +18 (+4 eff.) ----- def ----- Armour +2 Resists +5% arcane +6% fire Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.12 Max.psi +30.00 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +3 Crit +10.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (0 def, 5 armour) 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 23.0 - 32.2 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun 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. |
hardened leather gloves 'Radiancestreak' (0 def, 2 armour) hardened leather gloves 'Radiancestreak' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% light Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Armour +2 Resists +6% mind +3% darkness HP.reg +5.00 ---------- misc Stam/turn +1.00 Max.stam +18.00 Light +2 Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of archery (0 def, 7 armour) heroic voratun gauntlets of archery (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Cun +9 Dex dps ---------- Acc +8 (+2 eff.) Apr +10 ----- def ----- Armour +7 Fatigue +5% Mind.save +10 (+3 eff.) Max.HP +44.00 Unarmed combat: Power 32.5 - 45.5 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Acc +16 Apr +23 Crit +10.0% Atk.spd 83% On Hit: 10% Battle Shout 5 On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
steady drakeskin leather gloves of the juggernaut (0 def, 3 armour) steady drakeskin leather gloves of the juggernaut (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master/Psionic While equipped: Stats +4 Con dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +3 Phys.save +19 (+6 eff.) Spell.save +7 (+3 eff.) Mind.save +10 (+3 eff.) Disarm- +76% Unarmed combat: Power 27.0 - 29.7 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +5 Crit +5.0% Atk.spd 100% Melee+ +18 physical On Hit: 10% Juggernaut 1 On Hit: 10% Perfect Control 5 Juggernaut: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Kindleworm the dwarven-steel helm (0 def, 4 armour) Kindleworm the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +5 Str dps ---------- Mind.crit +2% Crit.mult +20.00% Mind.pwr +10 (+3 eff.) Dmg.mod +9% mind Melee Ret 4 fire ----- def ----- Armour +4 Fatigue +4% ---------- misc Max.psi +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Madir the dwarven-steel helm (10 def, 4 armour) Madir the dwarven-steel helm (10 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue +4% Resists +18% mind Mind.save +39 (+13 eff.) HP.reg +4.00 Disease- +20% Disarm- +20% Confus- +38% Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Marak the dwarven-steel helm (30 def, 4 armour) Marak the dwarven-steel helm (30 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Dex +3 Mag +6 Wil +4 Cun dps ---------- Phys.crit +3.0% Phys.pwr +30 (+4 eff.) Acc +25 (+5 eff.) Apr +7 ----- def ----- Armour +4 Defense +30 (+6 eff.) Fatigue +4% Resists +2% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Polydata the Sparkquell (0 def, 5 armour) Polydata the Sparkquell (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Wil dps ---------- Spell.crit +3% Crit.mult +26.76% Spell.pwr +40 (+8 eff.) Dmg.mod +9% lightning On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Armour +5 Fatigue +5% Resists +6% physical +15% fire +12% nature +14% cold Mind.save +9 (+3 eff.) Max.HP +133.79 Cut- +27% ---------- misc Max.mana +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Vorille the Blastpulverizer (2 def, 0 armour) Vorille the Blastpulverizer (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Defense +2 (+0 eff.) Resists +6% lightning +5% temporal +5% light +5% fire +5% nature +5% acid +5% blight +11% cold +3% mind +4% darkness Crit.chn- 15.00% Heal.mod +20% Blind- +20% Silence- +20% A pointy cloth hat, very wizardly... |
aegis elven-silk wizard hat of darkness (+30%) (3 def, 0 armour) aegis elven-silk wizard hat of darkness (+30%) (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +20% darkness ----- def ----- Defense +3 (+0 eff.) Resists +30% darkness Shield.pwr +14% HP.reg +6.00 A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Frostravage' (0 def, 7 armour) dwarven-steel helm 'Frostravage' (0 def, 7 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Spell.crit +4% Dmg.mod +9% arcane +12% cold Phasing +20% ----- def ----- Armour +7 Fatigue +4% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +2.00 Max.mana +60.00 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Duskrot' (28 def, 16 armour) elven-silk wizard hat 'Duskrot' (28 def, 16 armour)2.0 T5 head armor [Rare] Arcane While equipped: dps ---------- Crit.mult +25.00% Spell.pwr +30 (+6 eff.) Dmg.mod +20% arcane +18% darkness ----- def ----- Armour +16 Defense +28 (+5 eff.) Resists +12% acid +15% temporal +15% darkness +7% arcane Max.HP +100.00 ---------- misc Mana/s.crit +2.68 Max.mana +110.00 A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Xanedheth' (3 def, 0 armour) elven-silk wizard hat 'Xanedheth' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Wil +8 Mag dps ---------- Mind.crit +4% Crit.mult +5.00% Spell.pwr +19 (+4 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +3% blight +10% physical +16% darkness Res.pen +15% arcane ----- def ----- Defense +3 (+0 eff.) Resists +20% darkness +14% physical Spell.save +12 (+5 eff.) ---------- misc Mana/turn +3.00 Mana/ret +1.70 Max.mana +110.00 Max.hate +10.00 Max.vim +30.00 Manaflow: Puts all charms on 34 cooldown Level 2.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 17 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
11 agate 11 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. |
1011 alchemist agate 1011 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. |
7 onyx 7 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. |
Windborne Azurite 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. |
7 aquamarine 7 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. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 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. |
9 sapphire 9 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Maladur the Airspar (dig speed 11 turns) Maladur the Airspar (dig speed 11 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +11 Str +10 Dex +7 Wil +5 Cun +1 Con dps ---------- Phys.crit +19.0% Mind.crit +12% Phys.pwr +8 (+1 eff.) Mov.spd +10% Acc +10 (+2 eff.) ----- def ----- Armour +4 Resists +6% lightning +1% physical Die.at -20.00 life ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "The Illusory Castle" 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. |
6 emerald 6 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. |
8 jade 8 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. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise 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. |
Healquake the alchemist's lamp Healquake the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str +3 Wil dps ---------- Phys.crit +8.0% Crit.mult +12.00% Phys.pwr +7 (+1 eff.) Res.pen +20% nature Acc +10 (+2 eff.) ----- def ----- Resists +9% acid ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 150.94 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 150.94 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
alchemist's lamp 'Belegas' alchemist's lamp 'Belegas'1.0 T3 lite [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Phys.crit +6.0% Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +18% physical Apr +5 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +11% blight +8% darkness Die.at -60.00 life ---------- misc Light +4 Infravis +5 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 1.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 20 blight damage or heals 29 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
void-walker's alchemist's lamp of focus void-walker's alchemist's lamp of focus1.0 T3 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +8% mind ----- def ----- Resists +7% cold +7% temporal Def/telep +13 Res/telep +12% Dur/telep +16% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Heart Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye 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. |
Telos's Staff Crystal 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. |
Dragon Orb (Orb of Command) 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) 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) 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) 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 Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood 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. |
Runed Skull Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
50 alchemist bloodstone 50 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. |
3 bloodstone 3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby 6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
Hailumbra [power 254] (13 cooldown) Hailumbra [power 254] (13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Con dps ---------- Res.pen +5% cold Melee Ret 4 physical ----- def ----- Resists +3% mind Phys.save +3 (+1 eff.) ---------- misc Stam/turn +3.00 Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+4 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
10 amethyst 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. |
Ararebrenne [power 440] (13 cooldown) Ararebrenne [power 440] (13 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Res.pen +20% mind ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Equi/ret +0.16 Wards +6 acid +5 mind +5 arcane +5 darkness Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 107 lightning damage and will be dazed for 1 turn (536 total damage) Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce fatigue by 38% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mireblight the elven-wood wand of clairvoyance [power 14] (13 cooldown) Mireblight the elven-wood wand of clairvoyance [power 14] (13 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 23% chance to slow global speed by 58% * 23% chance to reduce all saves and defense by 31 ----- def ----- Armour +6 Defense +34 (+7 eff.) Resists +15% lightning +23% nature +6% mind Spell.save +18 (+7 eff.) Reveal the area around you, dispelling darkness (radius 14, power 97 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of clairvoyance 'Scorchspire' [power 10] (13 cooldown) ash wand of clairvoyance 'Scorchspire' [power 10] (13 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +5% fire ----- def ----- Resists +3% acid +4% physical +6% nature +12% light Def/telep +10 Res/telep +10% Dur/telep +10% Reveal the area around you, dispelling darkness (radius 10, power 93 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive dragonbone wand of conjuration [power 445] (13 cooldown) evasive dragonbone wand of conjuration [power 445] (13 cooldown)2.0 T5 wand charm [Ego+] Arcane Fire a magical bolt dealing 445 acid damage Puts all charms on 13 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
4 diamond 4 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. |
6 moonstone 6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 8 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 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. |
3 amber 3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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. |
2 citrine 2 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. |
2 zircon 2 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. |
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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
By Elevar Ironbeard the Dwarf Shadowblade level 34
26th Stralite 123rd year of Ascendancy at 10:06 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 33
24th Stralite 123rd year of Ascendancy at 14:42 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 38
5th Voratun 123rd year of Ascendancy at 06:37 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 44
7th Wealth 123rd year of Ascendancy at 19:53 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 36
36th Stralite 123rd year of Ascendancy at 12:22 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 20
33rd Steel 123rd year of Ascendancy at 07:33 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 41
2nd Profit 123rd year of Ascendancy at 00:51 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 16
9th Dearth 122nd year of Ascendancy at 21:43 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 35
33rd Stralite 123rd year of Ascendancy at 18:09 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 33
24th Stralite 123rd year of Ascendancy at 13:45 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 23
1st Gold 123rd year of Ascendancy at 11:50 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 27
14th Stralite 123rd year of Ascendancy at 17:17 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 50
10th Shortage 123rd year of Ascendancy at 00:35 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 25
8th Gold 123rd year of Ascendancy at 08:59 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 40
5th Voratun 123rd year of Ascendancy at 17:05 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 10
15th Profit 122nd year of Ascendancy at 20:09 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 20
32nd Steel 123rd year of Ascendancy at 16:04 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 30
18th Stralite 123rd year of Ascendancy at 06:18 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 40
5th Voratun 123rd year of Ascendancy at 16:59 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 50
13rd Loss 123rd year of Ascendancy at 09:17 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 50
14th Loss 123rd year of Ascendancy at 15:58 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 18
2nd Loss 122nd year of Ascendancy at 04:41 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 50
11st Shortage 123rd year of Ascendancy at 22:20 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 48
26th Dearth 123rd year of Ascendancy at 04:41 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 38
5th Voratun 123rd year of Ascendancy at 06:38 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 36
33rd Stralite 123rd year of Ascendancy at 20:10 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 50
11st Shortage 123rd year of Ascendancy at 22:19 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 11
17th Profit 122nd year of Ascendancy at 15:40 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 50
11st Shortage 123rd year of Ascendancy at 22:20 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 11
19th Profit 122nd year of Ascendancy at 20:48 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 40
23rd Voratun 123rd year of Ascendancy at 19:26 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 24
7th Gold 123rd year of Ascendancy at 01:16 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 16
43rd Profit 122nd year of Ascendancy at 23:33 see stats
By Elevar Ironbeard the Dwarf Shadowblade level 32
23rd Stralite 123rd year of Ascendancy at 15:12 see stats
Log
Argoniel damages herself through Martyrdom!
Bleeding from Elevar Ironbeard hits Argoniel for 868 physical damage.
Spydric Poison from Elevar Ironbeard hits Argoniel for 64 nature damage.
High Sun Paladin Aeryn hits Argoniel for 9 acid damage.
Acid Splash from Argoniel hits High Sun Paladin Aeryn for 66 acid damage.
High Sun Paladin Aeryn receives 8 healing from Shield of Light.
Elevar Ironbeard uses Heartseeker.
Elevar Ironbeard performs a melee critical strike against Argoniel!
Argoniel's spell attains critical power!
Elevar Ironbeard casts Wave of Power.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Poison bursts out of Argoniel's corpse!
Elevar Ironbeard's spell attains critical power!
Elevar Ironbeard hits Argoniel for 298 darkness, 589 physical, 24 darkness, 56 darkness, 64 nature, 247 physical, 130 physical, 18 arcane, 24 darkness, 56 darkness, 118 darkness, 234 physical, 24 darkness, 56 darkness, 240 physical (2176 total damage).
Elevar Ironbeard killed Argoniel!
High Sun Paladin Aeryn casts Barrier.
High Sun Paladin Aeryn's spell attains critical power!
A shield forms around High Sun Paladin Aeryn.
Woeful Disease from Argoniel hits Elevar Ironbeard for 4 blight damage.
Acid Splash from Argoniel hits Elevar Ironbeard for 17 acid damage.
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Selfless (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.