
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! FlexSpec Respec Limitation Relaxer 1.5.5Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Custom Difficulty 1.7.4Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Brawler |
| Level / Exp | 50 / 1112% |
| Size | big |
| Lifes / Deaths | Killed by ritch flamespitter at level 34 on the 25th Shortage 122nd year of Ascendancy at 05:51 1 / 6Killed by Poryba the copperhead snake at level 41 on the 13rd Stralite 123rd year of Ascendancy at 14:15 Killed by Combat Trainer Betegavea at level 42 on the 45th Stralite 123rd year of Ascendancy at 11:33 Killed by Bethobrebeth the fiery orc wyrmic at level 42 on the 45th Stralite 123rd year of Ascendancy at 15:36 Killed by orc corruptor at level 44 on the 16th Voratun 123rd year of Ascendancy at 06:22 Killed by Sheeri the daelach at level 49 on the 25th Wealth 123rd year of Ascendancy at 23:41 |
Primary Stats
| Strength | 122 (base 60) |
| Dexterity | 92 (base 60) |
| Constitution | 78 (base 35) |
| Magic | 35 (base 16) |
| Willpower | 30 (base 8) |
| Cunning | 106 (base 60) |
Resources
| Life | 1874/1874 |
| Mana | 270/374 |
| Stamina | 276/276 |
| Psi | 120/120 |
| Healing Factor | 1.4125372656297 |
| Regeneration | 4.5907461132966 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +23% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 49.27229451319 |
| See Invisible | 65.27229451319 |
Offense: Barehand
| Damage | 181 |
| Accuracy | 78 |
| Crit Chance | 43% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +39% |
| Mind | +48% |
| Temporal | +48% |
| Darkness | +36% |
| Physical | +77% |
| Cold | +39% |
| All | +30% |
Offense: Damage Penetration
| Lightning | +28% |
| Temporal | +34% |
| Physical | +44% |
| Arcane | +38% |
| Mind | +53% |
| All | +23% |
Defense: Base
| Armour (hardiness) | 54 (59.574340358689%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 77 |
| Spell Save | 55 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 38%( 70%) |
| Physical | + 59%( 70%) |
| Cold | + 51%( 70%) |
| All | + 32%( 70%) |
| Darkness | + 44%( 70%) |
| Light | + 44%( 70%) |
| Fire | + 32%( 70%) |
| Mind | + 38%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 800% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 134 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| 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 256 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 3 up to 5 times. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Survival | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Trained Reactions |
| talent | Exploit Weakness |
| talent | Premonition |
| talent | Chant of Fortress |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 23% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by ritch flamespitter. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Eilinuma the fox. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Veligama the grave wight. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 29 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| On hands | Will of Ul'Gruth (0 def, 15 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +15 other ------- Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Weapon Damage 147% Range: 1.0x-1.4x Uses 40% Cun, 40% Str, 10% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Effective talent level: 3.3 Power cost 15 out of 25/25. Range 3 Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
| On head | Barymadar (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature While equipped: Stats +15 Str +10 Dex +8 Wil +10 Cun +6 Con offense ------ Physical Power +11 (+2 eff.) Ignore resists +15% arcane defense ------ Armor +5 Fatigue +5% Resistance +12% physical +18% light +17% darkness Physical save +14 (+3 eff.) other ------- Light +1 See Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | cleansing dragonbone totem of healing [power 506] (9 cooldown)2.0 Encumbrance T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 506 Puts all charms on 9 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun bloodstone ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Move Speed +23% Accuracy +12 (+3 eff.) defense ------ Defense +15 (+4 eff.) Stun Resist +60% Blinding Speed: Puts all charms on 23 cooldown Effective talent level: 2.6 Power cost 23 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 27% for 5 turns. Rings make your fingers look great! |
| On fingers | voratun ring 'Sparkmonster'0.1 Encumbrance T5 ring jewelry [Random Unique] Master While equipped: Stats +9 Str +5 Cun +10 Con offense ------ Physical Power +26 (+5 eff.) Spellpower +19 (+7 eff.) Mindpower +17 (+6 eff.) Damage +9% lightning +18% mind +8% all Ignore resists +15% mind +5% lightning When Hit 6 mind defense ------ Defense +10 (+3 eff.) Stun Resist +60% Rings make your fingers look great! |
| Around neck | Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 34 power out of 60/60 The evilness of undeath radiates from this amulet. |
| Main armor | Quenchream the silk robe (4 def, 4 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Mag offense ------ Damage +42% physical +18% temporal +9% cold Ignore resists +11% temporal +13% physical defense ------ Armor +4 Defense +4 (+1 eff.) Resistance +9% acid +3% cold +23% physical +13% all Physical save +22 (+5 eff.) Spell save +6 (+2 eff.) Anomaly Control +8 Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Gunofast the dwarven lantern1.0 Encumbrance T5 lite [Random Unique] Master/Psionic While equipped: Stats +2 Wil offense ------ Ignore resists +15% mind +13% all Ignore Armor +13 When Hit 6 blight defense ------ Defense +13 (+4 eff.) Resistance +9% blight Physical save +18 (+4 eff.) Spell save +17 (+6 eff.) Mind save +17 (+5 eff.) other ------- Psi when Hit +0.08 Light +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | elven-silk cloak 'Gilarefast' (3 def, 13 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +10 Dex +4 Wil +9 Cun offense ------ Accuracy +42 (+9 eff.) Ignore Armor +8 defense ------ Armor +13 Defense +3 (+1 eff.) Fatigue -10% Resistance +9% mind +25% cold Life +110.00 other ------- Max stamina +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Getaregozor the Demonblur1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Con offense ------ Physical Power +7 (+1 eff.) Damage +6% darkness +15% physical Ignore resists +8% physical defense ------ Armor +11 Spell save +10 (+4 eff.) other ------- Size +1 Create a temporary shield that absorbs 272 damage Puts all charms on 17 cooldown A belt that goes around your waist. |
Inventory
healing infusion (heal 92; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 92 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the duelist (heal 224; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 224 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 718%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 718% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 718%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 718% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 634%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 634% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 275 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Prismatic Rune (6 turns; physical, light, blight, fire, arcane, nature)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 4 light, 5 blight, 3 fire, 4 arcane, 3 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 46; dur 4; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 45.50 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 385; dur 4; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 385.06 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 235; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 234.91 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic 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 (absorb 119; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 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 119 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. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 119; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 162; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 162 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- 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... |
copper amulet of manastreaming0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag offense ------ Spellpower/crit +2 other ------- Mana/turn +0.20 Max mana +26.00 Amulets make your neck look great! |
copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
starlit copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% light +12% darkness Blind Resist +21% Amulets make your neck look great! |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 20 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 247 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+3 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Earthshine the gold amulet =will=0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Wil offense ------ Ignore resists +25% nature When Hit 6 nature 10 cold defense ------ Resistance +15% nature +6% fire Amulets make your neck look great! |
Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 220 strength, based on Magic) for 5 turns. Uses 14 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 21 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (139). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Unflinching Eye0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.0 Power cost 34 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Yvigatha0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature While equipped: offense ------ Damage +9% arcane On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Resistance +13% lightning +9% physical Spell save +3 (+1 eff.) Healmod +17% Cut Resist +50% Stun Resist +24% other ------- Stamina/turn +0.60 Heal: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 301 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Vox0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +9 (+3 eff.) Spell Speed +15% defense ------ Silence Resist +100% other ------- Max mana +50.00 Max vim +50.00 See Invis +20 No force can hope to silence the wearer of this amulet. |
wanderer's voratun amulet of willpower (+9) =will=0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +9 Dex +7 Wil +6 Cun +7 Con offense ------ Move Speed +10% defense ------ Fatigue -7% Life Regen +4.00 other ------- Stamina/turn +1.20 Amulets make your neck look great! |
copper citrine ring0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +6% nature +6% blight Poison Resist +13% Disease Resist +11% other ------- Light +4 Infravision +4 Rings make your fingers look great! |
copper ring of darkness (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Rings make your fingers look great! |
psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Rings make your fingers look great! |
steel ring 'Cystmalice'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +13 (+2 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+2 eff.) Damage +14% nature +9% acid Ignore resists +5% acid defense ------ Resistance +22% nature Rings make your fingers look great! |
Adylratira the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: defense ------ Armor +6 Resistance +5% arcane Mind save +18 (+5 eff.) Life Regen +3.00 Blind Resist +20% Disease Resist +20% Silence Resist +20% Pinning Resist +20% Stun Resist +38% Rings make your fingers look great! |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+3 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Morbuspain the gold ring =will=0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +10 Wil +5 Cun +2 Con offense ------ Spellpower +7 (+3 eff.) Mindpower +8 (+3 eff.) Damage +3% nature Ignore Armor +4 defense ------ Mind save +8 (+3 eff.) Confus Resist +26% Rings make your fingers look great! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +7 Dex offense ------ Accuracy +8 (+2 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con defense ------ Spell save +13 (+5 eff.) Stun Resist +30% other ------- Max stamina +21.00 Rings make your fingers look great! |
gold ring 'Aerida' =pen=0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +3 Mag offense ------ Physical Power +30 (+6 eff.) Damage +34% mind Ignore resists +25% physical defense ------ Armor +8 Resistance +16% mind Physical save +9 (+2 eff.) other ------- Light +3 Rings make your fingers look great! |
psionicist's gold ring of perseverance0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +6 Wil defense ------ Mind save +12 (+4 eff.) Life Regen +3.00 Stun Resist +30% Rings make your fingers look great! |
Ring of the Archlich0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+3 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+3 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
painweaver's voratun ring of warding0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: offense ------ Physical Power +20 (+4 eff.) Spellpower +13 (+5 eff.) Mindpower +20 (+7 eff.) Damage +8% all defense ------ Resistance +30% acid +25% fire +26% lightning +25% cold Rings make your fingers look great! |
voratun bloodstone ring0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Life +65.00 Life Regen +12.00 Healmod +17% Stun Resist +60% Rings make your fingers look great! |
voratun fire opal ring0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all defense ------ Life +79.00 Life Regen +14.00 Healmod +17% Rings make your fingers look great! |
voratun ring 'Glowspawn'0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: offense ------ Damage +15% light +18% temporal When Hit 10 lightning 6 cold defense ------ Life Regen +9.00 Stun Resist +50% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 Rings make your fingers look great! |
Awakened Staff of Absorption (172% power, 60 apr, lightning element)7.0 Encumbrance T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+16 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 113 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." |
blighted dragonbone starstaff of wizardry (136% power, 6 apr, physical element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Mag +6 Wil offense ------ Spell Crit +10% Spellpower +38 (+13 eff.) Damage +30% physical other ------- Vim-on-crit +6.00 Max mana +110.00 Max vim +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blighted dragonbone vilestaff of greater warding (136% power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Spellpower +25 (+9 eff.) Damage +30% fire defense ------ Armor +12 Defense +11 (+3 eff.) other ------- Vim-on-crit +6.00 Max vim +37.00 Wards +3 fire Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of the prodigy (136% power, 6 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +20 Mag +19 Wil +20 Cun offense ------ Spell Crit +5% Spellpower +15 (+5 eff.) Spellpower/crit +9 Damage +30% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone magestaff of breaching (136% power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +23 (+8 eff.) Damage +30% cold Ignore resists +15% cold Ignore Shields +30% defense ------ Defense +24 (+6 eff.) Shield Power +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's dragonbone magestaff (136% power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+5 eff.) Damage +30% fire defense ------ Resistance +14% darkness +14% temporal Out-of-Phase Defense +23 Out-of-Phase Resistance +25% Out-of-Phase Resilience +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
slime-covered voratun greatsword of crippling (171% power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Disrupt/Master Weapon Damage 172% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Hit: * 28% chance to slow global speed by 56% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +17.0% Massive two-handed swords. |
Butcher (159% power, 12 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Master/Psionic Weapon Damage 160% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +10.0% Attack Speed 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun offense ------ Accuracy +18 (+4 eff.) other ------- Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
caustic voratun longsword (154% power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Nature Weapon Damage 155% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +38 acid +45 nature While equipped: offense ------ Ignore resists +24% acid +22% nature Ignore Armor +11 Sharp, long, and deadly. |
stormbringer's voratun mace of erosion (157% power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Nature Weapon Damage 157% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +20 nature On-crit, radius 2 +29 lightning +45 cold While equipped: offense ------ Move Speed +50% Ignore resists +25% lightning +20% cold Blunt and deadly. |
flaming voratun waraxe of ruin (148% power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 148% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +15 fire While equipped: offense ------ Physical Crit +13.0% Critical power +33.00% Ignore Armor +14 One-handed war axes. |
inquisitor's voratun waraxe of erosion (148% power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Nature/Disrupt Weapon Damage 149% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +20 nature On Crit: * Deals 79 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) One-handed war axes. |
warbringer's voratun dagger of evisceration (146% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego++] Master Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Con offense ------ Physical Crit +14.0% Physical Power +27 (+5 eff.) Ignore resists +14% physical defense ------ Disarm Resist +35% Sharp, short and deadly. |
mighty dragonbone longbow of true flight4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +8 Str offense ------ Physical Crit +23.0% Physical Power +21 (+4 eff.) Accuracy +23 (+5 eff.) Longbows are used to shoot arrows at your foes. |
corrosive voratun shield (0 def, 10 armour, 198 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Con offense ------ When Hit: * 18% chance to reduce armor by 31% defense ------ Armor +10 Fatigue +8% Resistance +20% acid other ------- Talents +1 Block Handheld deflection devices. |
The Calm (15 def, 0 armour) =will=2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+7 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+4 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+5 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 9 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Blazeire the elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +7 (+3 eff.) Damage +6% lightning +19% light +21% fire +16% mind +28% darkness Ignore resists +18% mind When Hit 8 fire defense ------ Resistance +6% lightning +28% light +42% darkness +15% all other ------- Psi/turn +0.42 Max psi +19.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mardorand (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +4 Str +4 Con offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +19% lightning +23% cold +8% mind Ignore resists +11% mind +10% physical defense ------ Resistance +28% lightning +34% cold +6% temporal +15% all Physical save +3 (+1 eff.) other ------- Psi/turn +0.88 Max psi +26.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing elven-silk robe of light (+34%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego] Arcane/Psionic While equipped: Stats +8 Mag +8 Wil offense ------ Damage +23% light defense ------ Resistance +34% light +15% all other ------- Mana/turn +0.36 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
drakeskin leather armour 'Betille' (20 def, 8 armour)9.0 Encumbrance T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +2 Mag +7 Wil +6 Cun offense ------ Physical Crit +4.0% Spellpower/crit +4 Accuracy +5 (+1 eff.) defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +29% cold Mind save +16 (+5 eff.) Life +61.00 Life Regen +10.30 Healmod +17% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A suit of armour made of leather. |
enlightening voratun plate armour (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Psionic While equipped: Stats +9 Cun +8 Wil defense ------ Armor +16 Fatigue +22% Mind save +24 (+7 eff.) A suit of armour made of metal plates. |
impenetrable voratun plate armour of resilience (0 def, 36 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego] Nature/Master While equipped: defense ------ Armor +36 Fatigue +22% Life +55.00 A suit of armour made of metal plates. |
impenetrable voratun plate armour of the dragon (0 def, 34 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Nature/Master While equipped: defense ------ Armor +34 Fatigue +22% Resistance +15% acid +8% physical +10% cold +13% lightning +12% fire Disarm Resist +40% Stun Resist +39% Knockbk Resist +34% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
voratun plate armour of stability (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego] Master While equipped: defense ------ Armor +16 Fatigue +22% Resistance +10% physical Physical save +25 (+5 eff.) A suit of armour made of metal plates. |
blurring rough leather belt of unlife =undead=1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +9 (+3 eff.) Resistance +5% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Dawnsweep the hardened leather belt =will=1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +6 Cun +6 Wil offense ------ Damage +9% light +30% temporal Ignore resists +25% temporal Against +29% Summoned defense ------ Resistance +9% light +15% temporal Resist Against +30% Summoned other ------- Light +2 A belt that goes around your waist. |
Neira's Memory1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 187, based on Magic) for 10 turns. Uses 12 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Salowen1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +11 Dex +11 Mag +11 Wil +15 Cun +19 Lck offense ------ Spell Crit +6% Mindpower +5 (+2 eff.) defense ------ Resistance +15% acid +9% fire +6% nature +3% blight Stealth +29 other ------- Disarm Traps +52 Infravision +11 A belt that goes around your waist. |
Neramille the cashmere cloak (16 def, 6 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Dex +3 Con offense ------ Physical Crit +3.0% Ignore Armor +2 defense ------ Armor +6 Defense +16 (+4 eff.) Resistance +9% blight +19% fire +16% light Physical save +13 (+3 eff.) Spell save +25 (+8 eff.) Mind save +16 (+5 eff.) Stealth +10 other ------- Stamina/turn +0.60 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. |
Radiance (15 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ Spellpower +20 (+7 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+4 eff.) Resistance +30% light +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Threads of Fate (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck offense ------ Spellpower +8 (+3 eff.) Damage +10% temporal defense ------ Defense +10 (+3 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+4 eff.) Spell save +20 (+6 eff.) Mind save +20 (+6 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 1.0 Power cost 29 out of 50/50. Range melee/personal Cooldown: 50 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 12 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Gentir the pair of drakeskin leather boots (0 def, 14 armour) =will=2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +4 Mag +9 Wil offense ------ Spell Crit +6% Damage +12% temporal Ignore Shields +31% defense ------ Armor +14 Resistance +9% temporal other ------- Vim-on-crit +2.07 Infravision +3 A pair of boots made of leather. |
pair of drakeskin leather boots 'Mayetha' (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +6 Wil +2 Cun +6 Con offense ------ Physical Crit +5.0% Mind Crit +3% Physical Power +5 (+1 eff.) Mindpower +12 (+4 eff.) Ignore resists +9% physical Ignore Armor +9 When Hit 6 arcane defense ------ Armor +5 Fatigue -10% Physical save +5 (+1 eff.) other ------- Encumbrance +50 Psi when Hit +0.04 Blindside: Puts all charms on 15 cooldown Effective talent level: 2.0 Power cost 15 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of iron boots 'Lightmire' (0 def, 9 armour) =pen=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con offense ------ Ignore resists +5% physical When Hit 6 light defense ------ Armor +9 Fatigue +2% Resistance +5% arcane Physical save +15 (+3 eff.) Mind save +10 (+3 eff.) other ------- Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+2 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 19 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Fuladrahell (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: Stats +14 Str +3 Dex +3 Wil +15 Con offense ------ Move Speed +10% Damage +9% physical Ignore resists +15% mind When Hit 4 mind defense ------ Armor +5 Fatigue -5% Life +57.00 other ------- Stamina/turn +0.80 Size +1 Rush: Puts all charms on 15 cooldown Effective talent level: 1.3 Power cost 15 out of 25/25. Range 6 Cooldown: 35 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of voratun boots of evasion (8 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Nature/Master While equipped: defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +4% Resistance +12% lightning +13% temporal Evasion: (Instant) Puts all charms on 17 cooldown Effective talent level: 2.6 Power cost 17 out of 30/30. Range melee/personal Cooldown: 22 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 32 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots of invasion (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +5.0% Physical Power +5 (+1 eff.) Ignore resists +15% physical defense ------ Armor +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots of void walking (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: offense ------ Ignore resists +19% darkness +20% temporal defense ------ Armor +5 Fatigue +4% Resistance +21% darkness +25% temporal Out-of-Phase Defense +28 Out-of-Phase Resistance +20% Out-of-Phase Resilience +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of voratun boots of disengagement (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +3 Dex offense ------ Spellpower +13 (+5 eff.) defense ------ Armor +5 Fatigue +4% Disengage: Puts all charms on 9 cooldown Effective talent level: 3.9 Power cost 9 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 185% 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. |
Lighthue the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +2 Cun offense ------ Physical Power +7 (+1 eff.) On-Hit 6 cold Damage +3% cold Ignore resists +5% light Accuracy +6 (+1 eff.) Ignore Armor +6 When Hit 2 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Resistance +5% cold Unarmed combat: Weapon Damage 122% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +9 Critical Rate +3.0% Attack Speed 125% On-crit, radius 2 +5 ice On Hit: 10% Ice Breath 3 On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 12 cooldown Effective talent level: 3.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eremyfast the drakeskin leather gloves (0 def, 19 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +4 Mag +10 Con offense ------ Physical Power +13 (+2 eff.) Damage +9% arcane defense ------ Armor +19 Hardiness +14% Resistance +9% physical +6% mind +3% fire Unlife -20.00 life Life Regen +2.00 Stun Resist +20% Knockbk Resist +20% Unarmed combat: Weapon Damage 142% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 125% On-hit +13 arcane On-crit, radius 2 +10 arcane On Hit: 5% Stone Touch 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 132% Range: 1.0x-1.4x Uses 30% Dex, 60% Str, 30% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Ruthless Grip (0 def, 5 armour)1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Unarmed combat: Weapon Damage 131% Range: 1.0x-1.4x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Effective talent level: 3.0 Power cost 12 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 25.16 mind and 23.12 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 20% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 19. Terrified: Deals 5.92 mind and 5.44 darkness damage per turn and increases cooldowns by 31%. Haunted: Causes the target to suffer 9.96 mind and 9.15 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
alchemist's voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ On-Hit 5 acid 10 fire 9 cold 8 lightning defense ------ Armor +3 Fatigue +5% Unarmed combat: Weapon Damage 134% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-hit +17 ice +29 fire +20 acid +23 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (0 def, 6 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 100% On-hit +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Hand of the World-Shaper (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag offense ------ Spell Crit +10% Spellpower +10 (+4 eff.) Damage +12% physical Ignore resists +15% physical defense ------ Armor +12 Resistance +10% physical other ------- Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Weapon Damage 149% Range: 1.0x-1.4x Uses 40% Dex, 40% Cun, 10% Mag 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +50 gravity On-crit, radius 2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Effective talent level: 4.0 Power cost 17 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 69.29 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
linen wizard hat 'Glaciershaper' (1 def, 0 armour) =ward=2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +1 Wil offense ------ Mind Crit +2% Critical power +15.00% Ignore resists +10% cold defense ------ Defense +1 (+1 eff.) other ------- Infravision +3 See Stealth +6 See Invis +6 Circle of Warding: (Instant) Puts all charms on 23 cooldown Effective talent level: 3.0 Power cost 23 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 35% and attempts to push all creatures other than yourself out of its radius, inflicting 8.97 light damage and 9.39 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Aregrim the hardened leather cap (0 def, 3 armour) =pen=2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Dex +7 Wil +1 Con offense ------ Ignore resists +15% physical Accuracy +10 (+2 eff.) defense ------ Armor +3 Fatigue +3% Resistance +7% blight Mind save +11 (+3 eff.) Unlife -60.00 life other ------- Mana/turn +0.12 Mana-on-crit +2.00 Max stamina +30.00 A cap made of leather. |
Eye of the Forest (8 def, 0 armour) =eye=2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+2 eff.) Mind save +12 (+4 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 20 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Infused Cerebrum (8 def, 0 armour) =will=2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+4 eff.) Mindpower +12 (+4 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 57 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Ivira (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +2 Str +3 Mag +5 Wil +3 Cun offense ------ Mindpower +5 (+2 eff.) When Hit 4 mind defense ------ Armor +5 Fatigue +5% Resistance +8% acid +19% light +11% lightning +14% fire +12% cold +20% darkness other ------- Infravision +3 A cap made of leather. |
prismatic drakeskin leather cap of knowledge (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Nature/Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +15% light +19% darkness A cap made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+3 eff.) Stun Resist +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. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+3 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Dragon-helm of Kroltar (5 def, 9 armour)3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck offense ------ Damage +10% physical +10% fire defense ------ Armor +9 Defense +5 (+2 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 3.0 Power cost 26 out of 45/45. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 209.99 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
grounding voratun helm of precognition (10 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Nature While equipped: Stats +6 Cun offense ------ Accuracy +12 (+3 eff.) When Hit: * 18% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +10 (+3 eff.) Fatigue +5% Resistance +15% lightning +14% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Blazeradiance' (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +7 Mag +6 Wil +4 Cun offense ------ Spell Crit +4% Damage +18% blight +11% arcane Ignore resists +10% light Ignore Armor +6 When Hit 6 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Armor +5 Fatigue +5% Resistance +3% light Physical save +21 (+5 eff.) other ------- Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm of trickery (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +4 Cun +5 Dex offense ------ Ignore Armor +6 defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Resonating Diamond0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
Lifebinding Emerald0.0 Encumbrance T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Item imbue powers: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Stun Resist +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 17 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
763 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Elinor =pen=2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Crit +1.0% Ignore resists +15% physical Accuracy +5 (+1 eff.) defense ------ Physical save +7 (+2 eff.) Unlife -40.00 life Healmod +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
bright alchemist's lamp of focus =will=1.0 Encumbrance T3 lite [Ego] Master/Psionic While equipped: Stats +5 Wil offense ------ Damage +8% mind other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +46.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of the sun1.0 Encumbrance T3 lite [Ego+] Arcane/Master While equipped: offense ------ Damage +6% light defense ------ Resistance +8% darkness Affinity +5% light other ------- Light +10 Sun Flare: Puts all charms on 17 cooldown Effective talent level: 3.0 Power cost 17 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 138.11 light damage. At talent level 3 you gain 21% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
piercing dwarven lantern of the zealot1.0 Encumbrance T5 lite [Ego++] Disrupt/Master While equipped: offense ------ Ignore resists +9% all Ignore Armor +14 defense ------ Resistance +3% all Spell save +10 (+4 eff.) other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 15 out of 25/25. Range 5 Cooldown: 12 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 117.00 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 117.00 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. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 46 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 12 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 85% of the healing done. This effect scales with your Magic stat.. Uses 43 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 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. |
Fuladig the voratun torque of psionic shield [power 105] (15 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +12% arcane +21% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 29 defense ------ Resistance +5% arcane Setup a psionic shield, reducing all damage taken by 105 for 5 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce fatigue by 60% for 2 turns. 100% to increase all damage by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Lavasorrow the voratun torque of psionic shield [power 173] (15 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Damage +15% fire Ignore resists +15% temporal defense ------ Resistance +15% blight +6% arcane +15% mind Disease Resist +24% Silence Resist +24% Disarm Resist +24% Pinning Resist +24% other ------- Max vim +60.00 Setup a psionic shield, reducing all damage taken by 173 for 5 turns Puts all charms on 15 cooldown 100% to increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Vorille the voratun torque of clear mind [power 5] (15 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% arcane +6% mind When Hit 6 arcane defense ------ Resistance +15% mind Unlife -60.00 life Life +100.00 Poison Resist +20% Cut Resist +20% Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 15 cooldown 100% to heal for 100. Torques are made by powerful psionics to store psionic powers. |
extending yew totem of healing [power 284] (9 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 9 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+5 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 109 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 20 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Naramonk the Dwarf Brawler level 32
28th Loss 122nd year of Ascendancy at 15:38 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Naramonk the Dwarf Brawler level 35
28th Shortage 122nd year of Ascendancy at 13:04 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Naramonk the Dwarf Brawler level 34
26th Shortage 122nd year of Ascendancy at 03:19 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Naramonk the Dwarf Brawler level 33
23rd Shortage 122nd year of Ascendancy at 03:17 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Naramonk the Dwarf Brawler level 50
28th Wealth 123rd year of Ascendancy at 05:09 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Naramonk the Dwarf Brawler level 24
30th Dearth 122nd year of Ascendancy at 15:41 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Naramonk the Dwarf Brawler level 41
26th Stralite 123rd year of Ascendancy at 00:40 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Naramonk the Dwarf Brawler level 28
14th Loss 122nd year of Ascendancy at 11:15 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Naramonk the Dwarf Brawler level 49
25th Wealth 123rd year of Ascendancy at 10:30 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Naramonk the Dwarf Brawler level 10
3rd Acquisition 122nd year of Ascendancy at 07:09 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Naramonk the Dwarf Brawler level 20
7th Wealth 122nd year of Ascendancy at 05:28 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Naramonk the Dwarf Brawler level 30
18th Loss 122nd year of Ascendancy at 23:27 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Naramonk the Dwarf Brawler level 40
35th Steel 123rd year of Ascendancy at 06:31 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Naramonk the Dwarf Brawler level 50
26th Wealth 123rd year of Ascendancy at 17:12 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Naramonk the Dwarf Brawler level 48
8th Profit 123rd year of Ascendancy at 00:56 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Naramonk the Dwarf Brawler level 40
12nd Gold 123rd year of Ascendancy at 18:47 see stats
Portal destroyer (Nightmare (Adventure) difficulty)
Fought the two Sorcerers and closed one invocation portal.By Naramonk the Dwarf Brawler level 50
28th Wealth 123rd year of Ascendancy at 05:08 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Naramonk the Dwarf Brawler level 48
11st Profit 123rd year of Ascendancy at 07:37 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Naramonk the Dwarf Brawler level 44
13rd Voratun 123rd year of Ascendancy at 07:07 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Naramonk the Dwarf Brawler level 24
30th Dearth 122nd year of Ascendancy at 15:41 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Naramonk the Dwarf Brawler level 35
26th Shortage 122nd year of Ascendancy at 05:49 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Naramonk the Dwarf Brawler level 6
20th Voratun 122nd year of Ascendancy at 08:42 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Naramonk the Dwarf Brawler level 6
29th Voratun 122nd year of Ascendancy at 00:00 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Naramonk the Dwarf Brawler level 44
3rd Voratun 123rd year of Ascendancy at 21:53 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Naramonk the Dwarf Brawler level 10
2nd Profit 122nd year of Ascendancy at 13:41 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Naramonk the Dwarf Brawler level 26
43rd Dearth 122nd year of Ascendancy at 17:43 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Naramonk the Dwarf Brawler level 36
1st Steel 123rd year of Ascendancy at 04:06 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Naramonk the Dwarf Brawler level 22
30th Wealth 122nd year of Ascendancy at 22:18 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Naramonk the Dwarf Brawler level 16
37th Profit 122nd year of Ascendancy at 01:00 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Naramonk the Dwarf Brawler level 31
26th Loss 122nd year of Ascendancy at 04:52 see stats
Log
Rested for 132 turns (stop reason: all resources and life at maximum).
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Naramonk picks up (Z.): warbringer's voratun dagger of evisceration (146% power, 9 apr).
Ran for 3 turns (stop reason: interesting terrain).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Naramonk picks up (W.): void walker's dragonbone magestaff (136% power, 6 apr, fire element).
Naramonk picks up (T.): blighted dragonbone starstaff of wizardry (136% power, 6 apr, physical element).
Naramonk picks up ( .): pair of voratun boots of invasion (0 def, 5 armour).
Naramonk picks up ( .): pair of voratun boots of void walking (0 def, 5 armour).
Naramonk picks up ( .): grounding voratun helm of precognition (10 def, 5 armour).
Naramonk picks up (9.): enlightening voratun plate armour (0 def, 16 armour).
Naramonk picks up (3.): corrosive voratun shield (0 def, 10 armour, 198 block).
Naramonk picks up (0.): stormbringer's voratun mace of erosion (157% power, 6 apr).
Naramonk picks up (2.): inquisitor's voratun waraxe of erosion (148% power, 6 apr).
Naramonk picks up (a.): healing infusion (heal 92; cd 15).
Naramonk picks up (Z.): slime-covered voratun greatsword of crippling (171% power, 4 apr).
Ran for 13 turns (stop reason: interesting terrain).
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Saving game...
Saving done.


























































































































































































