










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.6.7Official 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:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. FlexSpec Respec Limitation Relaxer 1.5.5Items Vault 1.6.0Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Forbidden Cults 1.6.7Official 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.
EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Simplified Prodigy Requirements 1.6.1The requirements fo some prodigies are simplified so you don't have to grind for them. Also removed some requirements which if you don't meet, you won't benefit from that prodigy at all. Any requirements that may involve risks are not touched. It also removes the displayment of some requirements related to plots if they're not needed in your current compaign. Prodigies touched are: This addon no longer uses overload and is now compatible with Zomnibus. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Better Item Description 1.6.6This 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 Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 50 / 168% |
| Size | huge |
| Lifes / Deaths | Killed by steamgun turret at level 14 on the 31st Regrowth 123rd year of Ascendancy at 23:39 0 / 9Killed by snow giant boulder thrower at level 20 on the 59th Regrowth 123rd year of Ascendancy at 06:24 Killed by elven cultist at level 27 on the 58th Pyre 123rd year of Ascendancy at 17:20 Killed by overpowered greater multi-hued wyrm at level 40 on the 3rd Summertide 124th year of Ascendancy at 13:26 Killed by orc pyromancer at level 41 on the 3rd Summertide 124th year of Ascendancy at 15:44 Killed by orc cryomancer at level 41 on the 3rd Summertide 124th year of Ascendancy at 17:00 Killed by overpowered greater multi-hued wyrm at level 41 on the 1st Flare 124th year of Ascendancy at 00:23 Killed by Doomed Shade of FUNKY at level 48 on the 22nd Regrowth 125th year of Ascendancy at 02:12 Killed by minotaur at level 50 on the 42nd Regrowth 125th year of Ascendancy at 02:48 |
| Antimagic | Follower |
Primary Stats
| Strength | 132 (base 60) |
| Dexterity | 25 (base 10) |
| Constitution | 76 (base 64) |
| Magic | 15 (base 11) |
| Willpower | 79 (base 29) |
| Cunning | 104 (base 60) |
Resources
| Life | -1656/2172 |
| Stamina | 440/440 |
| Equilibrium | 0 |
| Healing Factor | 1.4024390243902 |
| Regeneration | 160.52272640018 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -1.7763568394003E-13% |
| Spell | 0% |
| Global | +83.333333333333% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 45.575238763606 |
| See Invisible | 45.575238763606 |
Offense: Mainhand
| Damage | 360 |
| Accuracy | 53 |
| Crit Chance | 76% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 59% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +10% |
| Cold | +15% |
| Nature | +58% |
| Physical | +16% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Nature | +25% |
| Temporal | +5% |
| Blight | +25% |
| Cold | +20% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 95.417273733934 (100%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 66 |
| Spell Save | 46 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 59%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 70%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 53%( 70%) |
| Mind | + 52%( 70%) |
| Darkness | + 66%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Stun Resistance | 0% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -926 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2559 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 688 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1071% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 789 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Superiority | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| detrimental effect | Reduces global action speed by 20%. Slow |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 29.18, and stamina regeneration by 5.84. Bloodbath |
| detrimental effect | The target is poisoned, taking 73.14 nature damage per turn and decreasing all heals received by 50%. Insidious Poison |
| beneficial effect | Keeps you from dying even if your life drops to -1464 Heroism |
| beneficial effect | You gain 37% resistance against cold, darkness and nature. Resolve |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target's combat ability is reduced, reducing its attack by 6. Sunder Arms |
| beneficial effect | The target has 58 increased life regeneration. Recovery |
| detrimental effect | The target's armour and saves are broken, reducing them by 11. Sunder Armour |
| detrimental effect | The target has been marked as the focus for all nature summons within 9 radius, receiving 31% increased damage from nature summons. Pheromones |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by FUNKY. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
You failed to protect the lost defiler from death by cold drake. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Strength by +5. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 786. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Tideveil (0 def, 5 armour)2.0 T5 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% acid Res.pen +25% blight Melee Ret 6 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce armor by 10% ----- def ----- Armour +5 Resists +12% blight +15% cold HP.reg +11.00 Heal.mod +20% Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(134 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Yvuvena the Shimmerzeal (20 def, 12 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +5% lightning ----- def ----- Armour +12 Defense +20 (+7 eff.) Fatigue +4% Resists +6% lightning +11% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 65% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 45 power out of 18/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| Around waist | Sootvalor of the Blightspawn1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Wil +4 Cun dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +10 (+2 eff.) Res.pen +5% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 26% chance to reduce strength, dexterity, and constitution by 5 * 28% chance to reduce damage dealt by 30% ----- def ----- Resists +3% darkness Phys.save +14 (+3 eff.) Spell.save +21 (+7 eff.) Mind.save +13 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Legacy of the Naloren (84-117.6 power, 20 apr)3.0 T5 trident 2H weapon [Unique] Nature/Psionic Power 84.0 - 117.6 Physical Uses 140% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +20.0% Atk.spd 100% On Hit: 10% Stunning Blow 1 On Hit: 10% Spit Poison 5 On Hit: 10% Silence 3 While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con +10 Lck dps ---------- Mind.crit +12% Phys.pwr +12 (+2 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +15% cold +25% nature +10% mind ----- def ----- Resists +10% acid +15% cold +20% nature ---------- misc Light +2 Cooldown Spit Poison -2 Rush -3 Masteries +0.30 Technique/Combat techniques +0.30 Technique/Combat training +0.30 Psionic/Psychic Assault Implode: Level 2.0 Pwr.cost 36 out of 60/60. Range 5 Travel.spd instantaneous Is a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 3 turns and dealing 79.9 Physical damage each turn. The duration and damage improve with Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 139.40 arcane damage and stunned). Uses 90 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+5 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+9 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 14 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 13 Armour, 18 Defense and your attacks will gain 42% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
| Cloak | Hailspawn the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Crit.mult +15.00% Res.pen +20% cold ----- def ----- Defense +2 (+1 eff.) Resists +12% mind Max.HP +45.00 ---------- misc Max.hate +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Runydunador'0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +7 Dex +6 Cun +2 Con dps ---------- Crit.mult +10.00% Res.pen +10% mind Apr +3 ----- def ----- Armour +10 Resists +6% mind Amulets can have magical properties. |
Inventory
healing infusion (heal 92; cd 12)0.1 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 92 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 205; cd 12)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 205 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the titan (die at -860; dur 7; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 37 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -860 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2376 life, 19 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
biting gale rune (damage 120; dur 4; cd 18)0.1 rune scroll [Normal] 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 direct a cone of chilling stormwind doing 120.23 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 322; dur 6; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 322 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 462; dur 5; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 462 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
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. |
Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+3 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
mule's voratun ring of misery0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 20 physical Ranged+ 5 physical On Hit (Melee): * 18% chance to reduce all saves and defense by 37 On Hit (Ranged): * 14% chance to reduce all saves and defense by 37 ----- def ----- Fatigue -7% ---------- misc Max.enc +31 Hate/m.crit +2.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 18 cooldown Level 4.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
savage's gold ring of speed0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +3 Con dps ---------- Mov.spd +13% Acc +8 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Spell.save +13 (+4 eff.) ---------- misc Max.stam +17.00 Blinding Speed: Puts all charms on 36 cooldown Level 6.4 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 54% for 5 turns. Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Scorchmire (75-112.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 75.0 - 112.5 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +20 fire +20 light On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * Create an explosion dealing 15 fire damage (1/turn) While equipped: Stats +9 Dex dps ---------- Phys.spd +10% Dmg.mod +41% fire Res.pen +38% fire Acc +35 (+10 eff.) ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed battleaxes. |
hateful voratun battleaxe of disruption (59-88.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Disrupt/Psionic Power 59.0 - 88.5 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +13 darkness Against +17% Living +35% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Massive two-handed battleaxes. |
acidic stralite dagger of amnesia (31.5-40.95 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane/Psionic Power 31.5 - 41.0 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
caustic voratun dagger of shearing (38-49.4 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Nature/Master Power 38.0 - 49.4 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +10 acid +14 nature While equipped: dps ---------- Res.pen +13% acid +19% nature +12% all Acc +16 (+5 eff.) Apr +19 Sharp, short and deadly. |
elemental voratun dagger of evisceration (38.5-50.05 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Arcane/Master Power 38.5 - 50.1 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +6 (+1 eff.) Dmg.mod +19% cold Res.pen +20% cold Sharp, short and deadly. |
enhanced voratun dagger of massacre (50-65 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature/Master Power 50.0 - 65.0 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +4 Str +11 Dex +11 Mag +8 Wil +11 Cun +9 Con Sharp, short and deadly. |
manaburning voratun dagger of torment (37-48.1 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Disrupt/Psionic Power 37.0 - 48.1 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 24 arcane resource burn * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
plaguebringer's voratun dagger of rage (37-48.1 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Arcane/Master Power 37.0 - 48.1 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 5 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +2 Str dps ---------- Dmg.mod +13% physical Acc +6 (+2 eff.) ----- def ----- Disease- +30% Sharp, short and deadly. |
truestriking voratun dagger (38.5-50.05 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Power 38.5 - 50.1 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +15 (+5 eff.) Apr +12 Sharp, short and deadly. |
plaguebringer's voratun greatmaul (70.5-105.75 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Arcane Power 70.5 - 105.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +16 blight On Hit: 20% Epidemic 5 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +27% Massive two-handed mauls. |
quick stralite greatmaul of shearing (52.5-78.75 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego++] Master Power 52.5 - 78.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Res.pen +13% all Acc +46 (+13 eff.) Apr +13 Massive two-handed mauls. |
truestriking voratun greatmaul of massacre (84-126 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Master Power 84.0 - 126.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +27 (+8 eff.) Apr +9 Massive two-handed mauls. |
balanced voratun greatsword of evisceration (61-97.6 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 61.0 - 97.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +19 (+4 eff.) Acc +13 (+4 eff.) ----- def ----- Defense +16 (+6 eff.) Disarm- +49% Massive two-handed swords. |
blazebringer's stralite greatsword of evisceration (51-81.6 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Nature/Master Power 51.0 - 81.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +40 fire On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +13 (+3 eff.) All.spd +7% Res.pen +19% fire Massive two-handed swords. |
stormbringer's voratun greatsword of evisceration (62-99.2 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Nature/Master Power 62.0 - 99.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +27 lightning +19 cold On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +14 (+3 eff.) Mov.spd +57% Res.pen +27% lightning +28% cold Massive two-handed swords. |
truestriking stralite greatsword of projection (49-78.4 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Master/Psionic Power 49.0 - 78.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +12% physical Acc +20 (+6 eff.) Apr +13 Massive two-handed swords. |
truestriking voratun greatsword (63.5-101.6 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 63.5 - 101.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +16% physical Acc +31 (+9 eff.) Apr +14 Massive two-handed swords. |
voratun greatsword of crippling (65.5-104.8 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 65.5 - 104.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Massive two-handed swords. |
plaguebringer's voratun longsword of vileness (45-63 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane Power 45.0 - 63.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +36 blight On Hit: 20% Epidemic 5 On Hit: * 36% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +31% Sharp, long, and deadly. |
arcing voratun mace of projection (45-63 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Arcane/Psionic Power 45.0 - 63.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
elemental voratun mace of rage (43.5-60.9 power, 6 apr)3.0 T5 mace 1H weapon [Ego++] Arcane/Master Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: Stats +4 Str dps ---------- Dmg.mod +30% lightning +9% physical Res.pen +21% lightning Acc +19 (+6 eff.) Blunt and deadly. |
plaguebringer's voratun mace (45.5-63.7 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Arcane Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 5 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +21% Blunt and deadly. |
living mindstar of storms (18-19.8 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 18.0 - 19.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +4 Dex +5 Mag +1 Wil +6 Cun +6 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 18 lightning Dmg.mod +13% lightning Res.pen +13% lightning ----- def ----- Resists +14% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mitotic living mindstar of storms (16-17.6 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +11.0% Atk.spd 100% On Hit: * 14% chance to slow global speed by 65% * 16% chance to reduce armor by 10% While equipped: Stats +5 Str +3 Dex +3 Mag +5 Wil +4 Cun +3 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 20 lightning Dmg.mod +20% lightning Res.pen +12% lightning ----- def ----- Resists +11% lightning ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Flashstrider4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit.r1 +4 lightning On Crit.r2 +21 acid +20 nature While equipped: Stats +9 Str +9 Dex +11 Mag +9 Wil +5 Cun +10 Con dps ---------- Phys.crit +7.0% Crit.mult +20.00% Dmg.mod +3% blight +9% arcane Res.pen +12% acid +10% cold +19% nature Acc +11 (+3 eff.) Apr +9 ----- def ----- Spell.save +3 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element)5.0 T5 staff 2H weapon Reqs Mag 48 [Unique] Unknown Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+7 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
blighted dragonbone starstaff of protection (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +23 (+5 eff.) Dmg.mod +30% darkness ----- def ----- Resists +15% darkness ---------- misc Vim/s.crit +4.00 Max.vim +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blighted dragonbone vilestaff of warding (30-36 power, 6 apr, acid element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +21 (+4 eff.) Dmg.mod +30% acid ----- def ----- Armour +6 Defense +6 (+2 eff.) ---------- misc Vim/s.crit +4.00 Max.vim +16.00 Wards +2 acid Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
bloodlich's dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Mag +4 Wil +5 Cun +3 Con dps ---------- Spell.crit +5% Crit.mult +16.00% Spell.pwr +22 (+4 eff.) Dmg.mod +30% lightning ---------- misc N.En/turn +0.20 Vim/s.crit +4.00 Max.mana +57.00 Max.vim +40.00 Max.N.En +43.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of greater warding (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% light ----- def ----- Armour +7 Defense +10 (+4 eff.) ---------- misc Wards +3 light Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone magestaff of protection (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +22 (+4 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ----- def ----- Resists +15% lightning +15% cold +15% arcane +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone magestaff (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +21 (+4 eff.) Dmg.mod +30% cold ----- def ----- HP.reg +1.30 Heal.mod +23% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff of greater warding (30-36 power, 6 apr, cold element)5.0 T5 staff 1H weapon Reqs Mag 48 [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +9% Phys.pwr +12 (+2 eff.) Spell.pwr +23 (+5 eff.) Dmg.mod +30% cold Acc +11 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+4 eff.) ---------- misc Wards +3 cold Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff of might (30-36 power, 6 apr, arcane element)5.0 T5 staff 1H weapon Reqs Mag 48 [Ego+] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +20% Phys.pwr +11 (+2 eff.) Spell.pwr +23 (+5 eff.) Dmg.mod +30% arcane Acc +11 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing dwarven-steel steamsaw of physical resistance (+15%) (21.5-32.25 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Power 21.5 - 32.3 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +15% physical ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
reinforced voratun steamsaw of shrapnel (38.5-57.75 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +90 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 315 physical damage over 5 turns (1/turn) ----- def ----- Armour +15 Defense +10 (+4 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Trident of the Tides (80-112 power, 20 apr)3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 140% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+3 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+6 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 54 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 74.36. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Duathelspire (38.5-53.9 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 38.5 - 53.9 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +9 fire On Hit: * 20% chance to reduce damage dealt by 30% While equipped: Stats +6 Str +3 Wil dps ---------- Res.pen +12% physical Acc +27 (+8 eff.) Apr +14 ----- def ----- Defense +10 (+4 eff.) Crit.dmg- 15.00% Disarm- +38% One-handed war axes. |
Razorblade, the Cursed Waraxe (38-53.2 power, 16 apr)3.0 T5 waraxe 1H weapon [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+11 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
chilling voratun waraxe of enduring (41-57.4 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Nature Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +15 cold While equipped: Stats +10 Con +12 Wil ----- def ----- Max.HP +83.00 One-handed war axes. |
enhanced voratun waraxe of massacre (50.5-70.7 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Nature/Master Power 50.5 - 70.7 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +8 Str +9 Dex +8 Mag +8 Wil +10 Cun +7 Con One-handed war axes. |
ancient silk robe of light (+39%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +7 Mag dps ---------- Dmg.mod +13% temporal +26% light +13% physical Res.pen +9% temporal +8% physical ----- def ----- Resists +39% light +13% all Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of blight (+27%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +27% blight ----- def ----- Resists +27% blight +15% all Mind.save +23 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Spell.pwr +12 (+3 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +9% all ----- def ----- Resists +15% all Mind.save +19 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe of blight (+17%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +17% blight +12% temporal +15% arcane ----- def ----- Resists +17% blight +9% all ---------- misc Max.mana +49.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +14% nature ----- def ----- Resists +11% all Poison- +26% Disease- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ashusher (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Dmg.mod +12% mind Res.pen +25% fire +10% physical Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Armour +3 Resists +15% nature +15% fire A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
grounding pair of voratun boots of evasion (11 def, 5 armour)3.0 T5 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +5 Defense +11 (+4 eff.) Fatigue +4% Resists +9% lightning +11% temporal Evasion: (Instant) Puts all charms on 27 cooldown Level 4.0 Pwr.cost 27 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 27% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Duskpride' (12 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +10% blight +13% temporal +42% darkness Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce damage dealt by 30% ----- def ----- Armour +5 Defense +12 (+4 eff.) Resists +23% darkness +12% temporal Silence- +37% Confus- +20% Stun/Frz- +46% Def/telep +23 Res/telep +15% Dur/telep +15% Evasion: (Instant) Puts all charms on 27 cooldown Level 3.0 Pwr.cost 27 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 25% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 23 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
brawler's voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor [Ego+] Master While equipped: Stats +4 Str +5 Dex +3 Cun ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of strength (+5) (0 def, 3 armour)1.5 T4 hands armor [Ego+] Master While equipped: Stats +5 Str +4 Dex +3 Cun dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +6 (+1 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves of the juggernaut (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master While equipped: Stats +5 Con ----- def ----- Armour +3 Phys.save +20 (+5 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+3 eff.) Disarm- +37% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 27 cooldown Level 3.9 Pwr.cost 27 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. |
radiant drakeskin leather gloves of magic (+4) (0 def, 3 armour)1.0 T4 hands armor [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 8 light Dmg.mod +3% arcane +5% light ----- def ----- Armour +3 Resists +8% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring drakeskin leather gloves of the iron hand (0 def, 3 armour)1.0 T4 hands armor [Ego++] Disrupt/Master While equipped: Stats +4 Str +4 Wil +3 Con dps ---------- On Melee Ret: * 16 arcane resource burn ----- def ----- Armour +3 Spell.save +20 (+7 eff.) Disarm- +31% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lisenne the elven-silk wizard hat (3 def, 2 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil dps ---------- Mind.crit +3% Spell.pwr +4 (+1 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +12% arcane +15% mind ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +9% mind Crit.dmg- 15.00% Phys.save +6 (+1 eff.) Mind.save +19 (+7 eff.) Die.at -20.00 life HP.reg +4.00 Knockbk- +20% ---------- misc Max.mana +53.00 Max.psi +17.00 A pointy cloth hat, very wizardly... |
augmenting elven-silk wizard hat of light (+27%) (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +12% acid +18% light +13% lightning +15% fire +12% arcane +10% cold ----- def ----- Defense +3 (+1 eff.) Resists +27% light A pointy cloth hat, very wizardly... |
bladed drakeskin leather cap of constitution (+8) (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +8 Str +6 Con ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 497.4 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
defender's drakeskin leather cap of precognition (12 def, 13 armour)2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +7 Cun dps ---------- Acc +10 (+3 eff.) On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +13 Defense +12 (+4 eff.) Fatigue +5% Resists +5% all Phys.save +12 (+3 eff.) A cap made of leather. |
insulating drakeskin leather cap of absorption (0 def, 5 armour)2.0 T5 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +12% fire +10% cold ---------- misc Stam/ret +1.50 Equi/ret +1.40 A cap made of leather. |
warlord's hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +5 Str +3 Dex +5 Wil +4 Cun dps ---------- Phys.pwr +9 (+2 eff.) Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Phys.save +8 (+2 eff.) A cap made of leather. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+4 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 45 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 32.12 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
enlightening voratun mail armour of natural resilience (5 def, 10 armour)14.0 T5 heavy armor [Ego++] Disrupt/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +15% nature +14% blight D.Red.from +10% Unnatural Mind.save +20 (+7 eff.) A suit of armour made of mail. |
impenetrable voratun mail armour of Eyal (5 def, 21 armour)14.0 T5 heavy armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +21 Defense +5 (+2 eff.) Fatigue +12% Max.HP +52.00 HP.reg +11.00 Heal.mod +14% A suit of armour made of mail. |
Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+5 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 11 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 41.46 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
drakeskin leather armour of Eyal (20 def, 8 armour)9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Max.HP +66.00 HP.reg +7.00 Heal.mod +16% A suit of armour made of leather. |
duelist's reinforced leather armour of the void (17 def, 13 armour)9.0 T4 light armor [Ego++] Arcane/Master While equipped: Stats +7 Cun +8 Dex dps ---------- Melee+ 7 darkness Ranged+ 8 darkness ----- def ----- Armour +13 Defense +17 (+6 eff.) Fatigue +8% Resists +20% darkness +18% temporal Def/telep +20 Res/telep +22% Dur/telep +15% Blink to a nearby random location (rad 11) Puts all charms on 23 cooldown A suit of armour made of leather. |
enlightening cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Mind.save +15 (+5 eff.) Max.HP +29.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
enlightening drakeskin leather armour of the deep (20 def, 13 armour)9.0 T5 light armor [Ego++] Nature/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +13 Defense +20 (+7 eff.) Fatigue +8% Resists +11% acid +8% cold Mind.save +17 (+6 eff.) ---------- misc Breathe water A suit of armour made of leather. |
enlightening drakeskin leather armour of the deep (20 def, 11 armour)9.0 T5 light armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +7 Wil ----- def ----- Armour +11 Defense +20 (+7 eff.) Fatigue +8% Resists +11% acid +12% cold Mind.save +14 (+5 eff.) ---------- misc Breathe water A suit of armour made of leather. |
prismatic drakeskin leather armour of stability (20 def, 8 armour)9.0 T5 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +7% physical +16% light +15% darkness Phys.save +18 (+4 eff.) A suit of armour made of leather. |
radiant drakeskin leather armour of resilience (20 def, 8 armour)9.0 T5 light armor [Ego+] Nature While equipped: Stats +4 Wil ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +16% blight +26% darkness Max.HP +41.00 ---------- misc Light +1 A suit of armour made of leather. |
Gymarath (0 def, 16 armour)17.0 T5 massive armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +7 Wil +8 Cun +6 Con dps ---------- Crit.mult +15.00% Phys.pwr +15 (+3 eff.) Apr +3 ----- def ----- Armour +16 Fatigue +22% Resists +27% lightning Phys.save +3 (+1 eff.) Mind.save +23 (+8 eff.) Max.HP +86.00 A suit of armour made of metal plates. |
Monolith Armour (40 def, 50 armour)17.0 T5 massive armor Reqs - Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+5 eff.) ----- def ----- Armour +50 Defense +40 (+14 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+9 eff.) Spell.save +35 (+12 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
dwarven-steel plate armour 'Ivyrabeth' (7 def, 16 armour)17.0 T3 massive armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +3% mind Melee Ret 6 mind ----- def ----- Armour +16 Defense +7 (+3 eff.) Fatigue +22% Resists +21% blight +3% temporal +21% darkness +6% mind Mind.save +19 (+7 eff.) Max.HP +34.00 HP.reg +4.00 Heal.mod +15% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 A suit of armour made of metal plates. |
voratun plate armour of command (12 def, 22 armour)17.0 T5 massive armor [Ego+] Psionic While equipped: Stats +5 Cun ----- def ----- Armour +22 Defense +12 (+4 eff.) Fatigue +22% Mind.save +13 (+5 eff.) A suit of armour made of metal plates. |
voratun plate armour of delving (0 def, 16 armour)17.0 T5 massive armor [Ego+] Master While equipped: Stats +8 Str ----- def ----- Armour +16 Fatigue +22% Resists +13% darkness +9% physical ---------- misc Light +1 Track: Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
exposing voratun shield of acid resistance (+22%) (0 def, 10 armour, 200.5 block)7.0 T5 shield armor [Ego] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Hit (Melee): * 12% chance to reduce all saves and defense by 37 On Melee Ret: * 20% chance to reduce all saves and defense by 37 ----- def ----- Armour +10 Fatigue +8% Resists +22% acid ---------- misc Talents +1 Block Handheld deflection devices. |
wrathful voratun shield (0 def, 10 armour, 190.5 block)7.0 T5 shield armor [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 15 light and fire damage to each enemy blocked ----- def ----- Armour +10 Fatigue +8% Resists +8% light +6% fire ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
94 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. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 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. |
4 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. |
7 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. |
11 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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)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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
52 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. |
2 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. |
3 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. |
8 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. |
11 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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 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. |
Wind Worn Shot (25/25, 39-46.8 power, 15 apr)3.0 T4 shot ammo Reqs Dex 28 [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
steel torque of psionic shield 'Ivoribeth' [power 55] (23 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Dex +3 Mag +7 Con dps ---------- Melee Ret 6 mind ---------- misc See.Invis +15 Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
extending dragonbone totem of stinging [power 476] (14 cooldown)2.0 T5 totem charm [Ego+] Nature Sting an enemy dealing 639 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 14 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
3 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 27 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. |
5 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 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
8 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. |
6 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. |
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. |
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. |
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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By FUNKY the Cornac Berserker level 36
34th Pyre 124th year of Ascendancy at 23:00 see stats
Against all odds
Killed Ukruk in the ambush.By FUNKY the Cornac Berserker level 33
31st Regrowth 124th year of Ascendancy at 20:00 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By FUNKY the Cornac Berserker level 19
54th Regrowth 123rd year of Ascendancy at 08:18 see stats
Arachnophobia
Destroyed the spydric menace.By FUNKY the Cornac Berserker level 39
4th Mirth 124th year of Ascendancy at 09:53 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By FUNKY the Cornac Berserker level 40
3rd Summertide 124th year of Ascendancy at 13:04 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By FUNKY the Cornac Berserker level 47
78th Haze 124th year of Ascendancy at 10:53 see stats
Brave new world
Went to the Far East and took part in the war.By FUNKY the Cornac Berserker level 38
79th Pyre 124th year of Ascendancy at 23:59 see stats
Bringer of Doom
Killed a Bringer of Doom.By FUNKY the Cornac Berserker level 22
72nd Regrowth 123rd year of Ascendancy at 23:37 see stats
Clone War
Destroyed your own Shade.By FUNKY the Cornac Berserker level 48
22nd Regrowth 125th year of Ascendancy at 02:28 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By FUNKY the Cornac Berserker level 14
23rd Regrowth 123rd year of Ascendancy at 19:20 see stats
Destroyer's bane
Killed Golbug the Destroyer.By FUNKY the Cornac Berserker level 37
66th Pyre 124th year of Ascendancy at 02:34 see stats
Dragon's Greed
Amassed 8000 gold pieces.By FUNKY the Cornac Berserker level 49
36th Regrowth 125th year of Ascendancy at 18:03 see stats
Exterminator
Killed 1000 creatures.By FUNKY the Cornac Berserker level 19
58th Regrowth 123rd year of Ascendancy at 07:43 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By FUNKY the Cornac Berserker level 27
71st Dusk 123rd year of Ascendancy at 21:46 see stats
Fear me not!
Survived the Fearscape!By FUNKY the Cornac Berserker level 35
68th Regrowth 124th year of Ascendancy at 05:09 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By FUNKY the Cornac Berserker level 40
1st Summertide 124th year of Ascendancy at 08:19 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By FUNKY the Cornac Berserker level 25
53rd Pyre 123rd year of Ascendancy at 08:23 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By FUNKY the Cornac Berserker level 42
1st Flare 124th year of Ascendancy at 03:36 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By FUNKY the Cornac Berserker level 34
37th Regrowth 124th year of Ascendancy at 17:11 see stats
Level 10
Got a character to level 10.By FUNKY the Cornac Berserker level 10
72nd Haze 122nd year of Ascendancy at 02:21 see stats
Level 20
Got a character to level 20.By FUNKY the Cornac Berserker level 20
58th Regrowth 123rd year of Ascendancy at 07:45 see stats
Level 30
Got a character to level 30.By FUNKY the Cornac Berserker level 30
20th Regrowth 124th year of Ascendancy at 01:46 see stats
Level 40
Got a character to level 40.By FUNKY the Cornac Berserker level 40
10th Mirth 124th year of Ascendancy at 18:22 see stats
Level 50
Got a character to level 50.By FUNKY the Cornac Berserker level 50
38th Regrowth 125th year of Ascendancy at 11:06 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By FUNKY the Cornac Berserker level 14
15th Regrowth 123rd year of Ascendancy at 14:30 see stats
Size is everything
Did over 1500 damage in one attack.By FUNKY the Cornac Berserker level 27
64th Dusk 123rd year of Ascendancy at 11:15 see stats
Size matters
Did over 600 damage in one attack.By FUNKY the Cornac Berserker level 22
71st Regrowth 123rd year of Ascendancy at 19:04 see stats
Sliders
Activated a portal using the Orb of Many Ways.By FUNKY the Cornac Berserker level 38
66th Pyre 124th year of Ascendancy at 05:09 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By FUNKY the Cornac Berserker level 27
9th Haze 123rd year of Ascendancy at 23:03 see stats
That was close
Killed your target while having only 1 life left.By FUNKY the Cornac Berserker level 24
39th Pyre 123rd year of Ascendancy at 20:15 see stats
The Arena
Unlocked Arena mode.By FUNKY the Cornac Berserker level 13
11st Regrowth 123rd year of Ascendancy at 02:57 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By FUNKY the Cornac Berserker level 22
73rd Regrowth 123rd year of Ascendancy at 12:32 see stats
The bigger the better!
Did over 3000 damage in one attack.By FUNKY the Cornac Berserker level 50
39th Regrowth 125th year of Ascendancy at 04:11 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By FUNKY the Cornac Berserker level 43
14th Dusk 124th year of Ascendancy at 07:25 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By FUNKY the Cornac Berserker level 22
72nd Regrowth 123rd year of Ascendancy at 08:03 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By FUNKY the Cornac Berserker level 27
65th Dusk 123rd year of Ascendancy at 06:35 see stats
Treasure Hunter
Amassed 1000 gold pieces.By FUNKY the Cornac Berserker level 18
43rd Regrowth 123rd year of Ascendancy at 18:57 see stats
Unstoppable
Returned from the dead.By FUNKY the Cornac Berserker level 48
22nd Regrowth 125th year of Ascendancy at 02:12 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By FUNKY the Cornac Berserker level 32
31st Regrowth 124th year of Ascendancy at 01:53 see stats
You were not supposed to see that!
Read a Forbidden Tome.By FUNKY the Cornac Berserker level 34
57th Regrowth 124th year of Ascendancy at 10:07 see stats
Log
Gleseta the Herald hits Beastmaster Zubytta for 126 cold damage.
Gleseta the Herald hits Beastmaster Xota for 72 cold damage.
Gleseta the Herald hits Stone golem for 126 cold damage.
Gleseta the Herald hits Minotaur for 126 cold damage.
Gleseta the Herald hits Stone golem for 108 cold damage.
Gleseta the Herald hits Ritch flamespitter for 126 cold damage.
Gleseta the Herald hits Giant spider for 91 cold damage.
Gleseta the Herald hits Minotaur for 95 cold damage.
Gleseta the Herald hits FUNKY for 151 cold, 52 cold (203 total damage).
Gleseta the Herald hits Cold drake for 20 cold damage.
Gleseta the Herald hits Minotaur for 97 cold damage.
Gleseta the Herald hits Giant spider for 126 cold damage.
Minotaur hits FUNKY for 155 physical damage.
Minotaur hits FUNKY for 103 physical damage.
Melee retaliation hits Minotaur for 5 blight damage.
Stone golem is free from the illness.
Minotaur is afflicted by a crippling illness!
Minotaur is weakened by the darkness!
Melee retaliation hits Minotaur for 5 blight damage.
Minotaur hits FUNKY for 198 physical damage.
FUNKY the level 50 cornac berserker was smashed to death by a minotaur on level 1 of Hidden Vault - Gorbat Pride (3).
FUNKY is no longer attuned.
FUNKY's armour is more intact.
FUNKY is no longer poisoned.
FUNKY deactivates Daunting Presence.
FUNKY no longer revels in blood quite so much.
FUNKY's ability to fight has recovered.
FUNKY is no longer being targeted by summons.
FUNKY speeds up.
FUNKY has finished recovering.
























































































































































