Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Golem Speed Lock 1.7.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Interact with the Worm 1.7.0Adds new talent Interact with the Worm, allowing Writhing Ones from the Forbidden Cults DLC using the Demented/Friend of the Worm talent tree to manipulate their worm that walks' equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Spell Merchants 1.7.6
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Race Rebalancing Addon aka RACISM 1.4.6Rebalancing Almost Completely Inferior and Superior Mooks aka RACISM! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Bulwark |
Level / Exp | 50 / 2221% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 134 (base 60) |
Dexterity | 109 (base 29) |
Constitution | 156 (base 60) |
Magic | 91 (base 10) |
Willpower | 170 (base 60) |
Cunning | 114 (base 13) |
Resources
Life | 2527/2716 |
Stamina | 17/582 |
Equilibrium | 30 |
Healing Factor | 1.7173470766795 |
Regeneration | 60.050338710724 |
Speed
Mental | +20% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 47.237717309058 |
See Invisible | 47.237717309058 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 239 |
Accuracy | 77 |
Crit Chance | 85% |
APR | 11 |
Speed | 0.83 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 25 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 97 |
Crit Chance | 60% |
Speed | 1 |
Offense: Damage Bonus
Physical | +13% |
Arcane | +25% |
Nature | +32% |
All | +7% |
Offense: Damage Penetration
Lightning | +25% |
Nature | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 156.50679818146 (100%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 76 |
Spell Save | 87 |
Mental Save | 71 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 33%( 70%) |
Cold | + 37%( 70%) |
All | + 26%( 70%) |
Darkness | + 37%( 70%) |
Light | + 37%( 70%) |
Temporal | + 37%( 70%) |
Physical | + 34%( 70%) |
Lightning | + 43%( 70%) |
Fire | + 37%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Pinning Resistance | 17% |
Confusion Resistance | 37% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 320 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 46% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 311 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 899% 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 Constitution stat. |
Class Talents
Technique / Combat techniques | 1.59 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Superiority | 1.59 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 4/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
talent | Shattering Impact |
talent | Antimagic Shield |
beneficial effect | All stats increased by 67. Pain Enhancement System |
beneficial effect | Reduces all damage taken by 299. Blocking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved spell save by +12. | done |
You failed to protect the lost defiler from death by forest troll. Escort: lost defiler (level 2 of Trollmire) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | 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 Constitution by +5. | done |
You failed to protect the lost warrior from death by Adelle the bursting entropic shard. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1188. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed vial of elder vampire blood. * You've found the needed faerlhing fang. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of serendipity without your aid. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 |
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 | pair of drakeskin leather boots 'Arcbliss' (0 def, 5 armour) pair of drakeskin leather boots 'Arcbliss' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Dmg.mod +18% arcane Res.pen +25% lightning ----- def ----- Armour +5 Fatigue -9% Resists +9% lightning Phys.save +20 (+5 eff.) Spell.save +12 (+2 eff.) Mind.save +12 (+3 eff.) ---------- misc Max.enc +42 Stam/turn +1.10 Max.stam +25.00 A pair of boots made of leather. This object's appearance was changed to pair of iron boots. |
Quiver | quiver of elm arrows 'Carrionlord' (23/23, 16-23 power, 7 apr) quiver of elm arrows 'Carrionlord' (23/23, 16-23 power, 7 apr)3.0 T1 arrow ammo [Rare] Master Power 16.5 - 23.1 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +7 Crit +1.0% Capacity 23 Proj.spd +200% On Hit.r1 +8 nature While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. This object's appearance was changed to Invisible. |
Light source | nightwalker's dwarven lantern of health nightwalker's dwarven lantern of health1.0 T5 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +17.00% Phys.pwr +5 (+1 eff.) ----- def ----- Max.HP +64.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. This object's appearance was changed to Invisible. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+3 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 246.25 arcane damage and stunned). Uses 100 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. |
Tool | innervating dragonbone totem of healing [power 446] (15 cooldown) innervating dragonbone totem of healing [power 446] (15 cooldown)2.0 T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 446 Puts all charms on 15 cooldown 100% to reduce fatigue by 48% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | steel ring 'Eilinuma' steel ring 'Eilinuma'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str +1 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +12 Defense +15 (+3 eff.) Resists +1% physical Die.at -40.00 life ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
On fingers | Ring of the Dead Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Around neck | mindweaver's stralite amulet of perfection (0.29 Technique / Superiority,0.29 Technique / Combat techniques) mindweaver's stralite amulet of perfection (0.29 Technique / Superiority,0.29 Technique / Combat techniques)0.1 T4 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +13 (+2 eff.) ----- def ----- Mind.save +13 (+3 eff.) Confus- +17% ---------- misc Masteries +0.29 Technique/Superiority +0.29 Technique/Combat techniques Amulets make your neck look great! |
In main hand | Punae's Blade (46-64 power, 4 apr) Punae's Blade (46-64 power, 4 apr)3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+10 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Around waist | Girdle of Preservation Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | Rhygen (0 def, 18 armour, 76-92 power, 193.5 block) Rhygen (0 def, 18 armour, 76-92 power, 193.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 76.5 - 91.8 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +194 On Hit: * 24% chance to reduce armor by 24% * Deal physical damage equal to your armor (157) On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% Mind.crit +2% Crit.mult +20.00% Phys.pwr +7 (+1 eff.) Mind.pwr +15 (+3 eff.) Melee+ 8 acid Melee Ret 20 acid ----- def ----- Armour +18 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | battlemaster's elven-silk cloak of mindcraft (3 def, 0 armour) battlemaster's elven-silk cloak of mindcraft (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Master/Psionic While equipped: Stats +3 Str +2 Dex +4 Wil +4 Cun +5 Con dps ---------- Mind.crit +5% ----- def ----- Defense +3 (+0 eff.) Spell.save +7 (+1 eff.) ---------- misc Stam/turn +1.30 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to cashmere cloak. |
Main armor | impenetrable stralite plate armour of command (11 def, 34 armour) impenetrable stralite plate armour of command (11 def, 34 armour)17.0 T4 massive armor Reqs Massive armour training [Ego+] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +34 Defense +11 (+2 eff.) Fatigue +22% Mind.save +13 (+3 eff.) A suit of armour made of metal plates. This object's appearance was changed to dwarven-steel plate armour. |
Inventory
Blood of Undeath Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Primal Infusion (affinity 27%; reduction 5; dur 4; cd 18) Primal Infusion (affinity 27%; reduction 5; dur 4; cd 18)0.1 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to heal for 27% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 41; cd 12) healing infusion (heal 41; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 41 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. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 235; cd 10) healing infusion of the wizard (heal 235; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 235 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion (speed 575%; cd 12) movement infusion (speed 575%; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 575% 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. 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 |
regeneration infusion (heal 205; 14 cd) regeneration infusion (heal 205; 14 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 205 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 105; 16 cd) regeneration infusion (heal 105; 16 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 105 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 93; 14 cd) regeneration infusion (heal 93; 14 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 93 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 643; 12 cd) regeneration infusion of the warrior (heal 643; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 643 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 453; 16 cd) regeneration infusion of the wizard (heal 453; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 453 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; mental; dur 3; cd 10) wild infusion (res 16%; mental; dur 3; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 15%; mental; dur 2; cd 16) wild infusion (res 15%; mental; dur 2; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 21%; mental, physical; dur 2; cd 11) wild infusion (res 21%; mental, physical; dur 2; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune (range 4; phase 11; cd 15) blink rune (range 4; phase 11; cd 15)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 17) shatter afflictions rune (absorb 20; 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 176; cd 14) shatter afflictions rune of the titan (absorb 176; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 176 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 155; cd 15) shatter afflictions rune of the warrior (absorb 155; cd 15)0.1 rune scroll [Ego] 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 155 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 378; dur 6; cd 18) shielding rune (absorb 378; dur 6; 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 create a protective shield absorbing at most 378 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 of the wizard (absorb 343; dur 3; cd 14) shielding rune of the wizard (absorb 343; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 343 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying steel amulet of constitution (+4) clarifying steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +12% mind Confus- +22% Amulets make your neck look great! |
gold fire opal ring gold fire opal ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Spell.pwr +7 (+1 eff.) Dmg.mod +10% all Rings make your fingers look great! |
Writhing Ring of the Hunter Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Tricky Defenses You have set the ring to grant you Tricky Defenses! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
voratun bloodstone ring voratun bloodstone ring0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Mind.pwr +15 (+3 eff.) ----- def ----- Stun/Frz- +60% Rings make your fingers look great! |
voratun fire opal ring voratun fire opal ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +8 Mag dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Melee+ 24 light Ranged+ 24 light Dmg.mod +18% light +10% all Rings make your fingers look great! |
voratun ruby ring voratun ruby ring0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +4 Dex +4 Mag +12 Wil +4 Cun +10 Con dps ---------- Dmg.mod +16% acid Melee Ret 2 arcane 6 temporal On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +32% acid +3% temporal +5% arcane Spell.save +19 (+3 eff.) Mind.save +16 (+4 eff.) Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Max.stam +35.00 Rings make your fingers look great! |
Deepsmight the elven-wood starstaff (25-30 power, 5 apr, light element) Deepsmight the elven-wood starstaff (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +12 (+2 eff.) S.pwr/crit +6 Dmg.mod +9% acid +25% light +3% nature Res.pen +12% light +5% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 39% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +13 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+7 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
earthen dragonbone starstaff of warding (30-36 power, 6 apr, temporal element) earthen dragonbone starstaff of warding (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% temporal ----- def ----- Armour +14 Hardiness +9% Defense +6 (+1 eff.) Phys.save +9 (+2 eff.) ---------- misc Wards +2 temporal Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone vilestaff of wizardry (30-36 power, 6 apr, blight element) greater dragonbone vilestaff of wizardry (30-36 power, 6 apr, blight element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +32 (+5 eff.) Dmg.mod +30% blight +30% fire +30% darkness +30% acid ---------- misc Max.mana +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's dragonbone magestaff of wizardry (30-36 power, 6 apr, cold element) void walker's dragonbone magestaff of wizardry (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +22 (+4 eff.) Dmg.mod +30% cold ----- def ----- Resists +14% darkness +11% temporal Def/telep +14 Res/telep +25% Dur/telep +15% ---------- misc Max.mana +48.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Stormfront (30-45 power, 15 apr) Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
blazebringer's voratun battleaxe of ruin (58-86 power, 4 apr) blazebringer's voratun battleaxe of ruin (58-86 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 57.5 - 86.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +77 fire While equipped: dps ---------- Phys.crit +19.0% Crit.mult +31.00% All.spd +10% Res.pen +20% fire Apr +14 Massive two-handed battleaxes. |
voratun battleaxe 'Arogann' (56-85 power, 4 apr) voratun battleaxe 'Arogann' (56-85 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master Power 56.5 - 84.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +28 nature On Hit.r1 +8 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +12 Con +21 Wil dps ---------- Phys.crit +17.0% Mind.pwr +5 (+1 eff.) ----- def ----- Resists +3% blight +15% temporal +5% arcane Max.HP +105.00 Massive two-handed battleaxes. |
voratun battleaxe 'Frozenspire' (68-103 power, 4 apr) voratun battleaxe 'Frozenspire' (68-103 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Disrupt/Master Power 68.5 - 102.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +12 cold On Hit: * 23 arcane resource burn While equipped: Stats +3 Mag +3 Wil +3 Con dps ---------- Phys.crit +14.0% Crit.mult +40.00% Apr +17 ---------- misc Light +2 Massive two-handed battleaxes. |
Glathra (55-82 power, 3 apr) Glathra (55-82 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Psionic Power 55.0 - 82.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +31 blight On Hit.r1 +4 blight On Hit: 20% Epidemic 4 On Hit: * 30% chance to reduce strength, dexterity, and constitution by 15 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +6% acid +6% blight ----- def ----- Resists +9% blight Disease- +20% Massive two-handed mauls. |
stormbringer's voratun greatsword of evisceration (60-95 power, 4 apr) stormbringer's voratun greatsword of evisceration (60-95 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Nature/Master Power 59.5 - 95.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +28 lightning +34 cold On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +13 (+3 eff.) Mov.spd +39% Res.pen +27% lightning +23% cold Massive two-handed swords. |
hateful orichalcum trident of rage (54-86 power, 16 apr) hateful orichalcum trident of rage (54-86 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Master/Psionic Power 53.5 - 85.6 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +7 darkness Against +21% Living While equipped: Stats +7 Str dps ---------- Dmg.mod +14% physical Acc +16 (+4 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Belyvea the Lavareeve (42-59 power, 6 apr) Belyvea the Lavareeve (42-59 power, 6 apr)3.0 T5 longsword 1H weapon [Rare] Disrupt Power 42.5 - 59.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +20 darkness On Hit: * 23 arcane resource burn * 20% chance to reduce damage dealt by 39% While equipped: dps ---------- Dmg.mod +6% fire Res.pen +10% fire Melee Ret 6 light ----- def ----- Resists +15% fire Sharp, long, and deadly. |
arcing voratun mace of crippling (46-65 power, 6 apr) arcing voratun mace of crippling (46-65 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Arcane/Master Power 46.5 - 65.1 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Blunt and deadly. |
stralite waraxe 'Breniromigas' (30-41 power, 5 apr) stralite waraxe 'Breniromigas' (30-41 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Nature Power 29.5 - 41.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +31 fire While equipped: Stats +1 Dex +8 Mag +2 Cun dps ---------- All.spd +6% Res.pen +14% fire ----- def ----- Crit.chn- 10.00% ---------- misc Light +3 One-handed war axes. |
Nereda the Phoenixwild (40-56 power, 6 apr) Nereda the Phoenixwild (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane Power 40.0 - 56.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 blight On Hit.r1 +8 mind +13 fire On Hit: 20% Epidemic 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 15 * 20% chance to reduce all saves and defense by 49 * Create an explosion dealing 41 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +11% lightning Res.pen +11% lightning +10% fire ----- def ----- Resists +21% fire Disease- +25% One-handed war axes. |
balanced voratun waraxe of the mystic (42-58 power, 6 apr) balanced voratun waraxe of the mystic (42-58 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane/Master Power 41.5 - 58.1 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +12 (+2 eff.) Acc +11 (+3 eff.) ----- def ----- Defense +7 (+1 eff.) Disarm- +48% One-handed war axes. |
plaguebringer's voratun waraxe of evisceration (40-55 power, 6 apr) plaguebringer's voratun waraxe of evisceration (40-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Arcane/Master Power 39.5 - 55.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +11 blight On Hit: 20% Epidemic 5 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 15 On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +7 (+1 eff.) ----- def ----- Disease- +22% One-handed war axes. |
quick voratun waraxe of ruin (40-55 power, 6 apr) quick voratun waraxe of ruin (40-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Master Power 39.5 - 55.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +7 Dex dps ---------- Phys.crit +11.0% Crit.mult +34.00% Phys.spd +10% Acc +20 (+4 eff.) Apr +13 One-handed war axes. |
truestriking voratun waraxe of corruption (40-55 power, 6 apr) truestriking voratun waraxe of corruption (40-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Arcane/Master Power 39.5 - 55.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 5 While equipped: dps ---------- Res.pen +10% physical Acc +18 (+4 eff.) Apr +12 One-handed war axes. |
pulsing mindstar of storms (13-14 power, 32 apr, mind damage) pulsing mindstar of storms (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.0 - 14.3 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Str +5 Dex +4 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Melee+ 10 lightning Dmg.mod +10% lightning Res.pen +13% lightning ----- def ----- Resists +9% 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. |
hateful living mindstar of sand (15-16 power, 40 apr, nature damage) hateful living mindstar of sand (15-16 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 15.0 - 16.5 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 9 physical Dmg.mod +13% physical +16% mind +17% darkness Res.pen +8% physical +12% mind +11% darkness ----- def ----- Resists +9% physical ---------- misc Max.hate +7.00 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. |
Jethunter the elven-wood longbow Jethunter the elven-wood longbow4.0 T4 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +200% Ranged+ +20 lightning +18 cold +16 darkness While equipped: Stats +3 Dex +2 Mag +3 Wil +6 Cun +3 Con dps ---------- Phys.spd +10% Dmg.mod +23% lightning +27% cold ---------- misc See.Invis +6 Longbows are used to shoot arrows at your foes. |
Jetbore Jetbore4.0 T5 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: * 20% chance to reduce all saves and defense by 49 While equipped: Stats +18 Str +17 Dex +15 Mag +14 Wil +15 Cun +14 Con dps ---------- Phys.crit +20.0% Dmg.mod +6% mind Res.pen +5% darkness +20% all Acc +42 (+9 eff.) Apr +15 ---------- misc Light +3 Longbows are used to shoot arrows at your foes. |
mighty drakeskin leather sling of recursion mighty drakeskin leather sling of recursion4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: Stats +5 Str dps ---------- Phys.pwr +10 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
throat-seeking drakeskin leather sling of enduring throat-seeking drakeskin leather sling of enduring4.0 T5 sling 1H weapon Reqs Shoot [Ego++] Nature/Disrupt Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +13 nature On Crit: * silences the target While equipped: Stats +10 Con +10 Wil dps ---------- Res.pen +7% nature ----- def ----- Max.HP +54.00 Slings are used to hurl stones or metal shots at your foes. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 40% Wil, 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
dwarven-steel shield of shrapnel (0 def, 6 armour, 32-38 power, 87.5 block) dwarven-steel shield of shrapnel (0 def, 6 armour, 32-38 power, 87.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 32.0 - 38.4 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +88 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 278 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of winter (0 def, 6 armour, 32-38 power, 75.5 block) dwarven-steel shield of winter (0 def, 6 armour, 32-38 power, 75.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 31.5 - 37.8 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 Melee+ +16 cold While equipped: Stats +3 Wil dps ---------- On shield block: * Deals 293 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +13% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Adeta the voratun shield (0 def, 10 armour, 68-82 power, 191.5 block) Adeta the voratun shield (0 def, 10 armour, 68-82 power, 191.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 68.5 - 82.2 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +192 While equipped: Stats +4 Str dps ---------- Res.pen +10% blight ----- def ----- Armour +10 Fatigue +8% Resists +29% lightning +29% cold +18% temporal Phys.save +12 (+3 eff.) Die.at -80.80 life ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (184) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Freezeworth (0 def, 10 armour, 68-82 power, 215.5 block) Freezeworth (0 def, 10 armour, 68-82 power, 215.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 68.5 - 82.2 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +216 Melee+ +20 acid +15 darkness +16 cold +19 light On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +1 Mag +9 Cun +5 Con dps ---------- Dmg.mod +9% temporal +18% light +18% darkness Res.pen +20% cold On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 19% chance to reduce armor by 24% ----- def ----- Armour +10 Fatigue +8% Resists +20% acid +26% fire +17% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
crackling voratun shield of crushing (0 def, 10 armour, 74-89 power, 213.5 block) crackling voratun shield of crushing (0 def, 10 armour, 74-89 power, 213.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 74.5 - 89.4 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +214 Melee+ +15 lightning On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Phys.pwr +9 (+2 eff.) Melee Ret 26 lightning ----- def ----- Armour +10 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling voratun shield of earthen fury (0 def, 17 armour, 64-77 power, 206 block) windwalling voratun shield of earthen fury (0 def, 17 armour, 64-77 power, 206 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature/Psionic When used to Attack: Power 64.0 - 76.8 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +206 Melee+ +16 physical On Hit: * Deal physical damage equal to your armor (157) While equipped: Stats +5 Wil ----- def ----- Armour +17 Fatigue +8% Resists +15% physical Shield.near.proj +15 Proj.slow +34% ---------- misc Talents +1 Block Handheld deflection devices. |
timebroken Robe of the Worm of darkness (+18%) (0 def, 0 armour) timebroken Robe of the Worm of darkness (+18%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+0 eff.) Dmg.mod +9% temporal +9% arcane +12% darkness ----- def ----- Resists +18% darkness +7% all ---------- misc Max.mana +22.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+2 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Shimmerslice the elven-silk robe (0 def, 0 armour) Shimmerslice the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +8 Con dps ---------- Dmg.mod +12% nature +30% fire Melee Ret 2 lightning ----- def ----- Resists +21% blight +45% fire +5% arcane +15% all Max.HP +80.00 HP.reg +5.10 Heal.mod +17% Poison- +44% Disease- +43% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 34.51 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Unlightonslaught of the Blightspawn (17 def, 7 armour) Unlightonslaught of the Blightspawn (17 def, 7 armour)9.0 T4 light armor [Random Unique] Disrupt/Master While equipped: Stats +11 Str +6 Dex -11 Wil dps ---------- Mov.spd +20% On Hit (Melee): * 20% chance to slow global speed by 78% * 10 arcane resource burn ----- def ----- Armour +7 Defense +17 (+4 eff.) Fatigue +8% Resists +3% temporal +3% fire +27% blight +12% cold +5% arcane +32% nature D.Red.from +18% Unnatural A suit of armour made of leather. |
volcanic drakeskin leather armour of resilience (20 def, 18 armour) volcanic drakeskin leather armour of resilience (20 def, 18 armour)9.0 T5 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 8 fire ----- def ----- Armour +18 Defense +20 (+5 eff.) Fatigue +8% Resists +19% fire +22% physical Max.HP +42.00 A suit of armour made of leather. |
Fogspawner of the Blightspawn (3 def, 10 armour) Fogspawner of the Blightspawn (3 def, 10 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Res.pen +10% mind +15% cold On Melee Ret: * 29% chance to reduce strength, dexterity, and constitution by 15 * 26% chance to reduce damage dealt by 39% ----- def ----- Armour +10 Defense +3 (+0 eff.) Fatigue +12% Resists +22% acid +15% darkness +12% blight +8% cold +6% mind ---------- misc Light +1 Breathe water A suit of armour made of mail. |
radiant stralite mail armour of Eyal (4 def, 8 armour) radiant stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +1 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +11% blight +11% darkness Max.HP +48.00 HP.reg +5.00 Heal.mod +14% ---------- misc Light +2 A suit of armour made of mail. |
fortifying voratun mail armour of natural resilience (5 def, 10 armour) fortifying voratun mail armour of natural resilience (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +4 Str +6 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +15% nature +17% blight D.Red.from +10% Unnatural Max.HP +55.00 A suit of armour made of mail. |
impenetrable voratun mail armour of Eyal (5 def, 20 armour) impenetrable voratun mail armour of Eyal (5 def, 20 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Fatigue +12% Max.HP +59.00 HP.reg +8.00 Heal.mod +16% A suit of armour made of mail. |
rejuvenating dwarven-steel plate armour of cold resistance (0 def, 11 armour) rejuvenating dwarven-steel plate armour of cold resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +18% cold HP.reg +2.50 ---------- misc Stam/turn +0.80 A suit of armour made of metal plates. |
impenetrable stralite plate armour of the deep (0 def, 24 armour) impenetrable stralite plate armour of the deep (0 def, 24 armour)17.0 T4 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +24 Fatigue +22% Resists +9% acid +10% cold ---------- misc Breathe water A suit of armour made of metal plates. |
Velaba the voratun plate armour (0 def, 22 armour) Velaba the voratun plate armour (0 def, 22 armour)17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +1 Cun +4 Wil dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +22 Fatigue +22% Resists +7% acid +24% darkness +18% blight +14% cold +26% lightning Mind.save +9 (+2 eff.) ---------- misc Equi/ret +0.24 Light +2 Breathe water A suit of armour made of metal plates. |
radiant voratun plate armour of the dragon (0 def, 16 armour) radiant voratun plate armour of the dragon (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego++] Nature While equipped: Stats +4 Wil ----- def ----- Armour +16 Fatigue +22% Resists +12% acid +8% physical +22% darkness +23% blight +15% fire +13% lightning +9% cold Disarm- +29% Stun/Frz- +39% Knockbk- +37% ---------- misc Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
grounding hardened leather belt of the giants grounding hardened leather belt of the giants1.0 T3 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Resists +10% lightning +7% temporal Spell.save +6 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. |
monstrous hardened leather belt monstrous hardened leather belt1.0 T3 belt armor [Ego+] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Phys.save +9 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
drakeskin leather belt 'Shimmerwitch' drakeskin leather belt 'Shimmerwitch'1.0 T5 belt armor [Random Unique] Nature While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +13 (+3 eff.) Dmg.mod +9% lightning +3% darkness Res.pen +10% mind +5% lightning ----- def ----- Resists +10% acid +9% fire +8% cold +12% mind +21% lightning Phys.save +15 (+4 eff.) Max.HP +63.00 ---------- misc Size +1 A belt that goes around your waist. |
skylord's drakeskin leather belt of the vagrant skylord's drakeskin leather belt of the vagrant1.0 T5 belt armor [Ego++] Nature While equipped: Stats +4 Str +7 Dex +4 Wil +6 Cun +5 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Phys.save +20 (+5 eff.) Spell.save +14 (+2 eff.) Mind.save +21 (+5 eff.) A belt that goes around your waist. |
battlemaster's cashmere cloak of mindcraft (2 def, 0 armour) battlemaster's cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +3 Str +4 Dex +4 Wil +4 Cun +3 Con dps ---------- Mind.crit +4% ----- def ----- Defense +2 (+0 eff.) Spell.save +10 (+2 eff.) ---------- misc Stam/turn +0.70 Masteries +0.20 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of Iron Throne (2 def, 7 armour) thick cashmere cloak of Iron Throne (2 def, 7 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's elven-silk cloak of the Shaloren (3 def, 0 armour) battlemaster's elven-silk cloak of the Shaloren (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Arcane/Master While equipped: Stats +4 Str +4 Dex +3 Mag +3 Wil +4 Con ----- def ----- Defense +3 (+0 eff.) Spell.save +12 (+2 eff.) ---------- misc Stam/turn +1.50 Masteries +0.20 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's pair of drakeskin leather boots of speed (0 def, 5 armour) dreamer's pair of drakeskin leather boots of speed (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane/Psionic While equipped: Stats +2 Cun +4 Wil dps ---------- Mov.spd +25% ----- def ----- Armour +5 Phys.save +14 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +12 (+3 eff.) A pair of boots made of leather. |
undeterred pair of drakeskin leather boots (0 def, 5 armour) undeterred pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +5 Silence- +36% Confus- +26% Stun/Frz- +33% A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of void walking (0 def, 5 armour) undeterred pair of drakeskin leather boots of void walking (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane While equipped: dps ---------- Res.pen +15% darkness +16% temporal ----- def ----- Armour +5 Resists +21% darkness +28% temporal Silence- +42% Confus- +50% Stun/Frz- +37% Def/telep +26 Res/telep +10% Dur/telep +26% A pair of boots made of leather. |
Gunarand the Furnacespar (20 def, 5 armour) Gunarand the Furnacespar (20 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +3% darkness +15% fire Res.pen +25% fire ----- def ----- Armour +5 Defense +20 (+5 eff.) Fatigue +4% Resists +6% mind +3% temporal Confus- +20% Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of voratun boots of force (0 def, 5 armour) undeterred pair of voratun boots of force (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +13 (+3 eff.) Spell.pwr +13 (+2 eff.) Mind.pwr +11 (+2 eff.) ----- def ----- Armour +5 Fatigue +4% Silence- +43% Confus- +38% Stun/Frz- +39% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of voratun boots of invasion (0 def, 5 armour) undeterred pair of voratun boots of invasion (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Res.pen +11% physical ----- def ----- Armour +5 Fatigue +4% Silence- +30% Confus- +29% Stun/Frz- +50% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets 'Vorutira' (0 def, 2 armour) dwarven-steel gauntlets 'Vorutira' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Dex +1 Wil +2 Con dps ---------- Melee+ 8 acid Dmg.mod +5% acid Acc +13 (+3 eff.) Melee Ret 2 temporal ----- def ----- Armour +2 Fatigue +3% Resists +6% acid +6% temporal HP.reg +1.80 ---------- misc Stam/turn +0.50 Psi/turn +0.21 Light +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. |
scouring voratun gauntlets of sorrow (0 def, 3 armour) scouring voratun gauntlets of sorrow (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Disrupt/Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 16 mind 19 darkness On Hit (Melee): * 19% chance to reduce all saves and defense by 49 On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Spell.save +14 (+2 eff.) Mind.save -10 (-3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
spellwoven cashmere wizard hat of the Brotherhood (2 def, 0 armour) spellwoven cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Con dps ---------- Spell.crit +3% Spell.pwr +4 (+0 eff.) Dmg.mod +13% arcane ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +0.17 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Gorewasp' (3 def, 0 armour) elven-silk wizard hat 'Gorewasp' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +18% acid ----- def ----- Defense +3 (+0 eff.) Resists +30% acid +14% fire +6% nature +7% cold Die.at -60.00 life HP.reg +2.00 Disease- +10% Silence- +20% A pointy cloth hat, very wizardly... |
spellwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour) spellwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Con dps ---------- Spell.crit +4% Spell.pwr +6 (+1 eff.) Dmg.mod +5% arcane ----- def ----- Defense +3 (+0 eff.) ---------- misc Mana/turn +0.21 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Xanuna the drakeskin leather cap (0 def, 15 armour) Xanuna the drakeskin leather cap (0 def, 15 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +8 Con dps ---------- Phys.crit +4.0% Dmg.mod +9% acid Res.pen +20% acid Acc +20 (+4 eff.) ----- def ----- Armour +15 Fatigue +5% Resists +15% blight Phys.save +15 (+4 eff.) Die.at -60.00 life A cap made of leather. |
warlord's drakeskin leather cap of might (0 def, 5 armour) warlord's drakeskin leather cap of might (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +10 Str +6 Wil +2 Con dps ---------- Phys.pwr +15 (+3 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +6% physical Phys.save +10 (+3 eff.) A cap made of leather. |
werebeast's drakeskin leather cap of the bounder (0 def, 5 armour) werebeast's drakeskin leather cap of the bounder (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +15 Str +12 Dex +2 Cun +6 Con ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 528.8 Physical damage. If the attack hits, the target is confused (46% 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. |
Glorytta the Lustrebutcher (0 def, 5 armour) Glorytta the Lustrebutcher (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Wil dps ---------- Dmg.mod +27% nature +12% light Res.pen +15% nature +25% temporal ----- def ----- Armour +5 Fatigue +5% Resists +13% blight +9% light Mind.save +15 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 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. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 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. |
11 zircon 11 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. |
10 aquamarine 10 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. |
11 opal 11 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. |
8 topaz 8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst 8 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. |
7 onyx 7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli 9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 emerald 10 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 garnet 9 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 quartz 11 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. |
19 sapphire 19 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 jade 17 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. |
16 turquoise 16 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 ruby 16 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. |
19 amber 19 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. |
24 bloodstone 24 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. |
14 fire opal 14 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. |
20 diamond 20 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. |
22 moonstone 22 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 pearl 16 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. |
Pearl of Life and Death Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
649 alchemist agate 649 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. |
Chargeshaper Chargeshaper1.0 T5 lite [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +10 (+2 eff.) ----- def ----- Resists +18% lightning Mind.save +9 (+2 eff.) Max.HP +62.00 ---------- misc Max.hate +10.00 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 72.66 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 72.66 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Essence of Bearness Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Blood-Runed Athame Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Salymira the voratun pickaxe (dig speed 17 turns) Salymira the voratun pickaxe (dig speed 17 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +6 Cun +3 Str dps ---------- Acc +10 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 78% * 20% chance to reduce all saves and defense by 49 ----- def ----- Resists +27% lightning +15% temporal +6% light +5% arcane +24% acid ---------- misc Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 98.89 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
piercing voratun torque of mindblast [power 380] (15 cooldown) piercing voratun torque of mindblast [power 380] (15 cooldown)2.0 T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 407 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered ash totem of healing [power 314] (22 cooldown) overpowered ash totem of healing [power 314] (22 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 314 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
Frozenwarden [power 284] (15 cooldown) Frozenwarden [power 284] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +6% lightning Res.pen +15% light +20% cold Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 15 cooldown 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged dragonbone totem of stinging [power 632] (20 cooldown) supercharged dragonbone totem of stinging [power 632] (20 cooldown)2.0 T5 totem charm [Ego] Nature Sting an enemy dealing 834 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
extending dragonbone wand of conjuration [power 325] (15 cooldown) extending dragonbone wand of conjuration [power 325] (15 cooldown)2.0 T5 wand charm [Ego+] Arcane Fire a magical bolt dealing 348 lightning damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful dragonbone wand of lightning storm [power 386] (15 cooldown) powerful dragonbone wand of lightning storm [power 386] (15 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 82 lightning damage and will be dazed for 1 turn (413 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Mi the Cornac Bulwark level 38
29th Regrowth 125th year of Ascendancy at 15:15 see stats
By Mi the Cornac Bulwark level 31
55th Haze 123rd year of Ascendancy at 00:47 see stats
By Mi the Cornac Bulwark level 50
23rd Pyre 126th year of Ascendancy at 18:17 see stats
By Mi the Cornac Bulwark level 35
49th Regrowth 124th year of Ascendancy at 17:17 see stats
By Mi the Cornac Bulwark level 21
17th Pyre 123rd year of Ascendancy at 11:41 see stats
By Mi the Cornac Bulwark level 40
4th Pyre 125th year of Ascendancy at 13:55 see stats
By Mi the Cornac Bulwark level 31
76th Haze 123rd year of Ascendancy at 23:18 see stats
By Mi the Cornac Bulwark level 26
29th Dusk 123rd year of Ascendancy at 07:01 see stats
By Mi the Cornac Bulwark level 41
9th Pyre 125th year of Ascendancy at 19:10 see stats
By Mi the Cornac Bulwark level 19
77th Haze 122nd year of Ascendancy at 04:14 see stats
By Mi the Cornac Bulwark level 40
34th Regrowth 125th year of Ascendancy at 20:39 see stats
By Mi the Cornac Bulwark level 27
35th Dusk 123rd year of Ascendancy at 14:10 see stats
By Mi the Cornac Bulwark level 50
27th Dusk 125th year of Ascendancy at 05:08 see stats
By Mi the Cornac Bulwark level 20
60th Regrowth 123rd year of Ascendancy at 15:59 see stats
By Mi the Cornac Bulwark level 50
30th Pyre 126th year of Ascendancy at 09:13 see stats
By Mi the Cornac Bulwark level 17
34th Haze 122nd year of Ascendancy at 21:14 see stats
By Mi the Cornac Bulwark level 25
6th Mirth 123rd year of Ascendancy at 07:45 see stats
By Mi the Cornac Bulwark level 27
13rd Haze 123rd year of Ascendancy at 22:06 see stats
By Mi the Cornac Bulwark level 50
32nd Regrowth 126th year of Ascendancy at 21:26 see stats
By Mi the Cornac Bulwark level 50
78th Pyre 126th year of Ascendancy at 15:28 see stats
By Mi the Cornac Bulwark level 27
73rd Dusk 123rd year of Ascendancy at 18:43 see stats
By Mi the Cornac Bulwark level 43
27th Pyre 125th year of Ascendancy at 21:31 see stats
By Mi the Cornac Bulwark level 31
27th Haze 123rd year of Ascendancy at 06:54 see stats
By Mi the Cornac Bulwark level 10
3rd Summertide 122nd year of Ascendancy at 00:47 see stats
By Mi the Cornac Bulwark level 20
13rd Regrowth 123rd year of Ascendancy at 23:36 see stats
By Mi the Cornac Bulwark level 30
21st Haze 123rd year of Ascendancy at 06:23 see stats
By Mi the Cornac Bulwark level 40
34th Regrowth 125th year of Ascendancy at 18:25 see stats
By Mi the Cornac Bulwark level 50
9th Dusk 125th year of Ascendancy at 08:20 see stats
By Mi the Cornac Bulwark level 50
78th Pyre 126th year of Ascendancy at 19:36 see stats
By Mi the Cornac Bulwark level 38
22nd Haze 124th year of Ascendancy at 22:04 see stats
By Mi the Cornac Bulwark level 50
5th Allure 126th year of Ascendancy at 04:17 see stats
By Mi the Cornac Bulwark level 19
67th Haze 122nd year of Ascendancy at 08:05 see stats
By Mi the Cornac Bulwark level 25
65th Pyre 123rd year of Ascendancy at 03:41 see stats
By Mi the Cornac Bulwark level 44
32nd Pyre 125th year of Ascendancy at 17:55 see stats
By Mi the Cornac Bulwark level 26
27th Dusk 123rd year of Ascendancy at 21:31 see stats
By Mi the Cornac Bulwark level 40
71st Regrowth 125th year of Ascendancy at 04:51 see stats
By Mi the Cornac Bulwark level 50
11st Pyre 126th year of Ascendancy at 04:34 see stats
By Mi the Cornac Bulwark level 31
55th Haze 123rd year of Ascendancy at 00:47 see stats
By Mi the Cornac Bulwark level 19
39th Haze 122nd year of Ascendancy at 15:25 see stats
By Mi the Cornac Bulwark level 50
11st Pyre 126th year of Ascendancy at 04:36 see stats
By Mi the Cornac Bulwark level 44
29th Pyre 125th year of Ascendancy at 11:49 see stats
By Mi the Cornac Bulwark level 25
2nd Summertide 123rd year of Ascendancy at 10:42 see stats
By Mi the Cornac Bulwark level 50
27th Dusk 125th year of Ascendancy at 10:32 see stats
By Mi the Cornac Bulwark level 25
1st Summertide 123rd year of Ascendancy at 14:58 see stats
By Mi the Cornac Bulwark level 44
30th Pyre 125th year of Ascendancy at 14:00 see stats
By Mi the Cornac Bulwark level 17
30th Haze 122nd year of Ascendancy at 22:23 see stats
By Mi the Cornac Bulwark level 35
48th Regrowth 124th year of Ascendancy at 06:21 see stats
By Mi the Cornac Bulwark level 50
1st Mirth 126th year of Ascendancy at 06:51 see stats
Log
The shattering blow creates a shockwave!
Mi hits Training Dummy for 269 physical, 9 acid (278 total damage).
Mi performs a melee critical strike against Training Dummy!
The shattering blow creates a shockwave!
Mi hits Training Dummy for 663 physical, 9 acid (671 total damage).
Talent Pain Enhancement System is ready to use.
Mi revels in the pain.
Mi performs a melee critical strike against Training Dummy!
The shattering blow creates a shockwave!
Mi hits Training Dummy for 677 physical, 9 acid (686 total damage).
Mi performs a melee critical strike against Training Dummy!
The shattering blow creates a shockwave!
Mi hits Training Dummy for 756 physical, 9 acid (764 total damage).
Mi uses Shield Slam.
Mi performs a melee critical strike against Training Dummy!
The shattering blow creates a shockwave!
Training Dummy is crippled.
Mi performs a melee critical strike against Training Dummy!
Mi hits Training Dummy for 451 physical, 22 acid, 449 physical, 440 physical, 22 acid, 449 physical, 244 physical, 22 acid, 449 physical (2548 total damage).
Mi performs a melee critical strike against Training Dummy!
New Achievement: Well trained (Roguelike)!
The shattering blow creates a shockwave!
Talent Block is ready to use.
Mi hits Training Dummy for 591 physical, 9 acid (599 total damage).
Mi uses Block.