











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Roguelike Keybindings 1.7.0Adds new game option "[ZOmnibus] | Roguelike keybindings" that can be used to alter the game's movement keybindings to the classic "roguelike" or "Vi keys" style, useful for laptops or other keyboards that lack numeric keypads. The keybindings modified by this addon are as follows:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 37 / 67% |
| Size | huge |
| Lifes / Deaths | Killed by Neroldarakira the maulotaur at level 19 on the 3rd Haze 122nd year of Ascendancy at 07:08 0 / 9Killed by Xanatta the midge swarm at level 21 on the 11st Haze 122nd year of Ascendancy at 02:11 Killed by Ivyssra the assassin at level 22 on the 39th Haze 122nd year of Ascendancy at 03:24 Killed by Xidawyn the rogue sapper at level 29 on the 8th Pyre 123rd year of Ascendancy at 13:48 Killed by Glorutira the armoured skeleton warrior at level 34 on the 53rd Dusk 123rd year of Ascendancy at 02:54 Killed by shadow at level 35 on the 55th Dusk 123rd year of Ascendancy at 12:12 Killed by Lisyratha the master vampire at level 36 on the 58th Dusk 123rd year of Ascendancy at 14:12 Killed by Glorema the Guardian at level 37 on the 63rd Dusk 123rd year of Ascendancy at 03:34 Killed by Glorema the Guardian at level 37 on the 63rd Dusk 123rd year of Ascendancy at 03:46 |
Primary Stats
| Strength | 132 (base 60) |
| Dexterity | 48 (base 45) |
| Constitution | 23 (base 12) |
| Magic | 52 (base 30) |
| Willpower | 16 (base 10) |
| Cunning | 43 (base 26) |
Resources
| Life | -148/1139 |
| Mana | 386/386 |
| Stamina | 211/245 |
| Vim | 165/292 |
| Healing Factor | 1.2799022211821 |
| Regeneration | 19.518508873027 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 31.388749514228 |
| See Invisible | 31.388749514228 |
Offense: Mainhand
| Damage | 205 |
| Accuracy | 54 |
| Crit Chance | 34% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 54 |
| Crit Chance | 30% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Nature | +14% |
| Lightning | +11% |
| Mind | +23% |
| All | +2% |
Offense: Damage Penetration
| Acid | +25% |
| Blight | +20% |
| Nature | +25% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 59.511077022655 (89.749889547741%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 47 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 11%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 25%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 16%( 70%) |
| Physical | + 23%( 70%) |
| Fire | + 10%( 70%) |
| Lightning | + 45%( 70%) |
Defense: Immunities
| Stun Resistance | 77% |
| Silence Resistance | 44% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 34% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 390 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 205 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 664% 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Fearfire | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Glorutira the armoured skeleton warrior. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Belymina the xorn. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the repented thief from death by Zubusema the ghoul. Escort: repented thief (level 2 of Dreadfell) | failed |
You failed to protect the repented thief from death by Xilrata the skeleton magus. Escort: repented thief (level 4 of Dreadfell) | failed |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 172. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed honey tree root. * You've found the needed vial of squid ink. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Zubetira (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Res.pen +20% blight Phasing +30% ----- def ----- Armour +3 Silence- +23% Confus- +34% Stun/Frz- +31% ---------- misc Mana/s.crit +2.00 Max.mana +40.00 Max.vim +40.00 A pair of boots made of leather. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 22 out of 25/25. Range 6 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 115.97 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 115.97 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. |
| On head | Blastwedge the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +10 Lck +4 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +4% Dmg.mod +9% lightning On Hit (Melee): * 10% chance to slow global speed by 45% ----- def ----- Armour +4 Fatigue +4% Resists +7% blight +11% cold +3% light +9% lightning Spell.save +9 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Porugakira the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Str +4 Dex +7 Cun dps ---------- Dmg.mod +6% acid Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +17% darkness +9% light +5% arcane +6% lightning Phys.save +11 (+4 eff.) HP.reg +5.00 ---------- misc Stam/turn +1.90 Max.stam +22.00 Infravis +2 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | supercharged steel torque of psionic shield [power 73] (18/25 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +4 Wil dps ---------- Spell.crit +1% Spell.pwr +15 (+5 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Spell.save +9 (+3 eff.) HP.reg +2.00 Silence- +21% Stun/Frz- +20% ---------- misc Mana/turn +0.10 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Cyrilenor the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +3 Mag +3 Cun +5 Con dps ---------- Phys.pwr +27 (+6 eff.) Spell.pwr +5 (+2 eff.) Dmg.mod +3% mind ----- def ----- Defense +15 (+5 eff.) HP.reg +3.00 Stun/Frz- +26% Rings make your fingers look great! |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)12.0 T3 greatsword 2H weapon Reqs Wil 18 [Unique] Psionic Power 161% Range: 1.6x Uses 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| Around waist | rough leather belt 'Toruhad'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Str dps ---------- Phys.crit +3.0% Mind.pwr +3 (+1 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Phys.save +6 (+2 eff.) Die.at -80.00 life A belt that goes around your waist. |
| In off hand | Adynne the steel dagger (120% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Master/Psionic Power 121% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +12% mind Res.pen +10% mind ---------- misc Equi/ret +0.08 Sharp, short and deadly. |
| Cloak | Xanildarewe the Venomburst (14 def, 7 armour)2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% nature +6% mind Res.pen +25% nature +25% acid On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Armour +7 Defense +14 (+5 eff.) Resists +6% acid Phys.save +18 (+6 eff.) Spell.save +14 (+5 eff.) Mind.save +19 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stralite plate armour 'Camysta' (0 def, 18 armour)17.0 T4 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: ----- def ----- Armour +18 Fatigue +22% Resists +13% acid +6% darkness +11% cold +28% lightning +6% fire Spell.save +6 (+2 eff.) Die.at -40.00 life Max.HP +53.00 HP.reg +5.00 Heal.mod +17% ---------- misc Breathe water A suit of armour made of metal plates. |
Inventory
healing infusion (heal 66; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 66 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 421; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 421 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 189; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 178; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 593%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 593% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 761%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 761% 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. |
movement infusion of the wizard (speed 723%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 723% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 231; 15 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 231 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 701; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 701 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; mental; dur 4; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; magical; dur 2; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; magical; dur 3; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 49%; physical; dur 3; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 49% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 34%; mental, physical; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Phial of the Ultimate Bearness0.4 potion [Unique] Unknown Quaff phial's content. Impawssible?! |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous 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. |
blink rune (range 5; phase 17; cd 17)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 5; phase 16; cd 20)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 8; phase 26; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. 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 63; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 63 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 78; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 217; dur 6; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 217 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 190; dur 5; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 190 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 218; dur 5; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 218 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Belyvea0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +1 Con dps ---------- Acc +5 (+2 eff.) ----- def ----- Resists +1% physical +10% cold +10% fire ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Tarrihor the steel amulet0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Str +2 Mag +2 Wil +3 Cun +1 Con dps ---------- Mind.pwr +7 (+3 eff.) S.pwr/crit +2 ----- def ----- Resists +11% mind Mind.save +6 (+3 eff.) Confus- +32% ---------- misc Mana/turn +0.18 Max.mana +23.00 See.Invis +6 Amulets make your neck look great! |
Adowe0.1 T1 ring jewelry [Rare] Master While equipped: Stats +6 Str +2 Con ----- def ----- Resists +5% arcane +3% mind HP.reg +2.00 Stun/Frz- +24% ---------- misc Infravis +2 Rings make your fingers look great! |
Sleetspire the copper ring =wil=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +7 Wil dps ---------- Dmg.mod +6% cold Res.pen +5% cold Melee Ret 2 cold ----- def ----- Armour +6 Rings make your fingers look great! |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +24% Knockbk- +21% Rings make your fingers look great! |
voratun ring 'Rimetreason'0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +20 Wil dps ---------- Crit.mult +10.00% Res.pen +15% arcane Melee Ret 8 arcane ----- def ----- Resists +6% cold Mind.save +26 (+10 eff.) Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
Shadowviper the steel battleaxe (121% power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 122% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +4 darkness On Hit.r1 +9 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +5% darkness ----- def ----- Resists +6% darkness Massive two-handed battleaxes. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
dwarven-steel dagger of ruin (118% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 118% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Crit.mult +22.00% Apr +10 Sharp, short and deadly. |
iron dagger 'Jetreek' (113% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 113% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +8 physical While equipped: Stats +1 Str +4 Con dps ---------- Phys.crit +5.0% Dmg.mod +15% mind On Hit (Melee): * 20% chance to reduce damage dealt by 16% Sharp, short and deadly. |
steel dagger (107% power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 107% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
stralite dagger 'Urudar' (146% power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Arcane/Nature/Master Power 147% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +16 blight +10 light +4 arcane Against +6% Undead On Hit.r1 +8 arcane On Crit.r2 +32 fire While equipped: dps ---------- All.spd +5% Dmg.mod +3% arcane Res.pen +18% fire ----- def ----- Resists +5% arcane Sharp, short and deadly. |
stralite dagger 'Zuburinne' (132% power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Master/Psionic Power 132% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +4 temporal On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Dmg.mod +3% temporal Res.pen +20% blight Acc +27 (+7 eff.) Melee Ret 4 temporal ----- def ----- Defense +9 (+3 eff.) Disarm- +33% Sharp, short and deadly. |
truestriking dwarven-steel dagger of evisceration (122% power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master Power 122% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Res.pen +7% physical Acc +6 (+2 eff.) Apr +10 Sharp, short and deadly. |
truestriking steel dagger of massacre (115% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 115% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +5 (+2 eff.) Apr +7 Sharp, short and deadly. |
Barikath the Pitchwish (150% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 151% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 darkness On Crit: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 While equipped: dps ---------- Crit.mult +15.00% S.pwr/crit +6 Res.pen +10% blight Phasing +20% ----- def ----- Resists +12% darkness ---------- misc Max.psi +40.00 Massive two-handed mauls. |
Bokaroddarig the Shimmerthorn (128% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 128% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +12 acid On Crit.r2 +4 lightning While equipped: dps ---------- Melee Ret 2 lightning On Hit (Melee): * 10% chance to reduce armor by 34% * 20% chance to reduce damage dealt by 16% Massive two-handed mauls. |
Ebonysever (133% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Nature/Master Power 134% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 nature On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+2 eff.) Res.pen +9% physical Acc +13 (+4 eff.) Apr +7 ----- def ----- Resists +3% darkness +3% temporal Spell.save +9 (+3 eff.) Massive two-handed mauls. |
Obliterator (159% power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 160% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 132 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
arcing dwarven-steel greatmaul of ruin (153% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane/Master Power 153% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage While equipped: dps ---------- Phys.crit +10.0% Crit.mult +24.00% Apr +12 Massive two-handed mauls. |
dwarven-steel greatmaul 'Dairyrig' (164% power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Master Power 164% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +40 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +16.0% Spell.crit +2% S.pwr/crit +6 All.spd +3% Res.pen +14% fire ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Mana/s.crit +1.00 Massive two-handed mauls. |
steel greatmaul 'Naturewalker' (133% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Power 134% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +14 nature +9 mind On Hit: * 10% chance to slow global speed by 45% * 14% chance to reduce all saves and defense by 19 While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Dmg.mod +10% physical Acc +13 (+4 eff.) Melee Ret 2 temporal ----- def ----- Resists +3% nature Massive two-handed mauls. |
Jet's kiss the iron greatsword (132% power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 132% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +8 darkness While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% physical +3% fire ----- def ----- Armour +2 Massive two-handed swords. |
arcing steel greatsword of phasing (131% power, 15 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 131% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +15 Crit +3.0% Atk.spd 100% Phasing +17% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage Massive two-handed swords. |
truestriking stralite greatsword (161% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master Power 162% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +13% physical Acc +19 (+5 eff.) Apr +17 Massive two-handed swords. |
Xanyserianor4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 10% Arcane Vortex 2 While equipped: Stats +10 Mag dps ---------- Spell.pwr +14 (+5 eff.) Dmg.mod +14% arcane ----- def ----- Armour +4 Resists +21% fire Crit.chn- 15.00% Heal.mod +15% Knockbk- +20% Teleport- +20% Longbows are used to shoot arrows at your foes. |
caustic yew longbow of enduring4.0 T3 longbow 2H weapon Reqs Shoot [Ego++] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +35 acid +12 nature While equipped: Stats +9 Con +11 Wil dps ---------- Res.pen +26% acid +11% nature Apr +17 ----- def ----- Max.HP +21.00 Longbows are used to shoot arrows at your foes. |
enhanced steel longsword (109% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Nature Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Str +5 Dex +5 Mag +5 Wil +7 Cun +5 Con Sharp, long, and deadly. |
elemental stralite mace of phasing (140% power, 22 apr)3.0 T4 mace 1H weapon [Ego+] Arcane Power 141% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +22 Crit +2.5% Atk.spd 100% Phasing +15% On Hit: * Create an explosion dealing 79 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +15% fire Res.pen +12% fire Blunt and deadly. |
quick stralite mace of evisceration (144% power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Master Power 145% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Dex dps ---------- Phys.crit +9.0% Phys.pwr +10 (+2 eff.) Phys.spd +10% Acc +8 (+2 eff.) Blunt and deadly. |
steel mace of crippling (109% power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Master Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Blunt and deadly. |
steel mace of persecution (108% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Disrupt Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Against +9% Unnatural While equipped: Stats +3 Wil Blunt and deadly. |
stralite mace of torment (144% power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Psionic Power 145% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Blunt and deadly. |
Staff of Absorption7.0 staff 2H weapon [Plot Item] Unknown Power 137% Range: 1.1x Uses 100% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+7 eff.) Acc +20 (+5 eff.) Absorb energies. Uses 850 power out of 1000/1000 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. |
ash vilestaff (111% power, 3 apr, blight element)5.0 T2 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood vilestaff of channeling (129% power, 5 apr, acid element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +35 (+12 eff.) Dmg.mod +25% blight +25% fire +25% darkness +25% acid ---------- misc Mana/turn +0.29 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
magelord's yew starstaff of wizardry (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Mag +3 Wil dps ---------- Phys.crit +9.0% Spell.crit +3% Spell.pwr +21 (+7 eff.) Melee+ 22 arcane Dmg.mod +20% darkness ---------- misc Max.mana +65.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
quick deep-steel trident of vileness (132% power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Arcane/Master Power 133% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +12 blight On Hit: * 14% chance to reduce strength, dexterity, and constitution by 24 While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +13 (+4 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing stralite waraxe of daylight (140% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane Power 140% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +11 light Against +14% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage One-handed war axes. |
caustic steel waraxe of amnesia (109% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Nature/Psionic Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +16 acid +17 nature On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +6% acid +9% nature Apr +7 One-handed war axes. |
stormbringer's dwarven-steel waraxe of shearing (120% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Nature/Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +26 lightning +15 cold While equipped: dps ---------- Mov.spd +29% Res.pen +11% lightning +9% cold +9% all Acc +17 (+5 eff.) Apr +8 One-handed war axes. |
Scorpion's Tail (133% power, 8 apr)3.0 T3 whip 1H weapon [Unique] Nature Power 134% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +5.0% Atk.spd 125% Melee+ +22 poison +22 bleed On Hit: 30% Disarm 3 While equipped: dps ---------- Acc +10 (+3 eff.) ---------- misc See.Stealth +9 See.Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Anerak the rough leather belt =Size=1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Phys.save +9 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +9 (+4 eff.) HP.reg +2.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Hate/m.crit +1.00 Size +1 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
noble's hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Wil +5 Cun +3 Con dps ---------- Mind.pwr +6 (+3 eff.) Against +29% Summoned ----- def ----- D.Red.from +21% Summoned Mind.save +10 (+5 eff.) A belt that goes around your waist. |
noble's rough leather belt of the mystic1.0 T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Spell.pwr +3 (+1 eff.) Against +16% Summoned ----- def ----- D.Red.from +19% Summoned Mind.save +6 (+3 eff.) A belt that goes around your waist. |
Tarrygund (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Phys.pwr +10 (+2 eff.) Acc +5 (+2 eff.) Melee Ret 2 physical ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
cashmere robe 'Ce'Neseth' (0 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +19% blight +9% arcane ----- def ----- Resists +19% blight +12% lightning +15% mind +11% all HP.reg +4.00 Cut- +20% Disarm- +20% Pinning- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Adeth' (15 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Apr +3 ----- def ----- Armour +5 Defense +15 (+5 eff.) Fatigue +2% Resists +6% lightning +6% temporal +3% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
reinforced pair of dwarven-steel boots of tirelessness (0 def, 9 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +9 Fatigue +3% Resists +5% acid +8% fire +10% lightning +11% cold ---------- misc Stam/turn +0.60 Max.stam +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +20% Confus- +22% Stun/Frz- +20% ---------- misc Stam/turn +0.30 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emelaba the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Melee+ 10 acid Dmg.mod +6% acid Acc +8 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +10% acid +5% arcane Crit.chn- 5.00% Phys.save +8 (+3 eff.) Mind.save +10 (+5 eff.) Die.at -80.00 life Heal.mod +5% Disarm- +61% Confus- +20% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Issedolach the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% mind Acc +6 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Armour +1 Resists +3% cold Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic dwarven-steel gauntlets of archery (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Cun +2 Dex dps ---------- Acc +5 (+2 eff.) Apr +8 ----- def ----- Armour +6 Fatigue +3% Mind.save +9 (+4 eff.) Max.HP +51.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of the starseeker (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag ----- def ----- Armour +7 Fatigue +5% Resists +7% light +6% darkness Mind.save +10 (+5 eff.) Max.HP +52.00 ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 58.91 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +15 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +2.00 ---------- misc Stam/turn +0.80 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of the juggernaut (0 def, 1 armour)1.0 T1 hands armor [Ego+] Master While equipped: Stats +1 Con ----- def ----- Armour +1 Phys.save +10 (+3 eff.) Spell.save +3 (+1 eff.) Mind.save +4 (+2 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets of dexterity (+2) (0 def, 7 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 physical Dmg.mod +4% physical Acc +12 (+3 eff.) ----- def ----- Armour +7 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Aryriatira the Cinderstreak (0 def, 1 armour) =Water=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +12% mind Res.pen +10% mind Melee Ret 2 mind 2 fire ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold ---------- misc Breathe water A cap made of leather. |
Beetir the Icepride (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Dex dps ---------- Dmg.mod +12% cold ----- def ----- Armour +3 Fatigue +5% Resists +3% temporal Phys.save +6 (+2 eff.) Heal.mod +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
cashmere wizard hat of decomposition (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +4% temporal +6% light +4% fire +5% nature +5% acid +6% blight +6% cold +5% darkness A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Gunitomas' (0 def, 4 armour) =Lightning=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Resists +3% acid +6% temporal +5% arcane +15% lightning Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fearwoven cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +7 (+3 eff.) Dmg.mod +11% darkness +11% physical ----- def ----- Defense +2 (+1 eff.) Resists +14% darkness +10% physical ---------- misc Max.hate +9.00 A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+4 eff.) A cap made of leather. |
Rotwreck the steel mail armour (2 def, 14 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Armour +14 Defense +2 (+1 eff.) Fatigue +12% Resists +17% cold +6% arcane +3% nature Spell.save +12 (+4 eff.) A suit of armour made of mail. |
Starravager (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% HP.reg +2.10 ---------- misc Stam/turn +0.80 Equi/ret +0.12 Hate/m.crit +2.00 Light +1 A suit of armour made of mail. |
Undeathvice the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str dps ---------- Res.pen +10% nature Melee Ret 6 cold ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +10% physical +13% darkness +9% cold +6% nature +12% temporal ---------- misc Light +2 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
dwarven-steel mail armour of command (11 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +1 Cun ----- def ----- Armour +14 Defense +11 (+4 eff.) Fatigue +12% Mind.save +15 (+7 eff.) A suit of armour made of mail. |
fortifying dwarven-steel mail armour of command (9 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Cun +4 Con ----- def ----- Armour +14 Defense +9 (+3 eff.) Fatigue +12% Mind.save +13 (+6 eff.) Max.HP +50.00 A suit of armour made of mail. |
hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
prismatic hardened leather armour of Toknor (9 def, 6 armour)9.0 T3 light armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +14% light +13% darkness A suit of armour made of leather. |
Boltwrither the iron plate armour (25 def, 9 armour) =Lightning=17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Acc +10 (+3 eff.) Melee Ret 2 lightning ----- def ----- Armour +9 Defense +25 (+9 eff.) Fatigue +22% Resists +17% lightning ---------- misc Stam/turn +1.00 A suit of armour made of metal plates. |
Erelagund (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +4 Wil ----- def ----- Armour +7 Fatigue +22% Resists +17% fire ---------- misc Psi/ret +0.04 Hate/m.crit +2.00 See.Invis +3 A suit of armour made of metal plates. |
enlightening stralite plate armour of Eyal (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +13 Fatigue +22% Mind.save +16 (+7 eff.) Max.HP +25.00 HP.reg +1.00 Heal.mod +12% A suit of armour made of metal plates. |
corrosive stralite shield of crushing (0 def, 8 armour, 142.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Con dps ---------- Phys.crit +7.0% Phys.pwr +10 (+2 eff.) On Melee Ret: * 14% chance to reduce armor by 34% ----- def ----- Armour +8 Fatigue +8% Resists +14% acid ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of elven-wood arrows of grasping (19/19, 153% power, 14 apr)3.0 T4 arrow ammo [Ego+] Nature Power 154% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 19 On Hit: * 20% chance to create vines that bind the target to the ground dealing 109 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
Ce'Nida the Scorchseam (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str dps ---------- Melee Ret 6 fire ----- def ----- Armour +8 Fatigue -6% Resists +5% arcane +12% mind Die.at -80.00 life Heal.mod +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Daybane the iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Wil +3 Cun ----- def ----- Resists +3% light +3% lightning ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Brighttouch the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +3% fire Res.pen +10% fire ----- def ----- Resists +15% acid +3% fire Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Emelowe2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 4 physical ----- def ----- Resists +3% acid +2% physical +3% cold +3% blight Phys.save +5 (+2 eff.) Heal.mod +12% ---------- misc Stam/turn +1.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tundrablast the alchemist's lamp1.0 T3 lite [Random Unique] Arcane/Master While equipped: Stats +5 Str +1 Con dps ---------- Melee Ret 15 fire 4 cold ----- def ----- Resists +7% fire ---------- misc Light +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 102% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
barbed pouch of stralite shots of crippling (21/21, 167% power, 5 apr)3.0 T4 shot ammo [Ego++] Master Power 167% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +23.5% Capacity 21 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Arcwreath the ash totem of healing [power 218] (18/13 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +12% cold Res.pen +10% light +15% cold Melee Ret 4 light ----- def ----- Resists +21% lightning ---------- misc Light +1 Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging 'Kovon' [power 170] (18/13 cooldown) =Reduce Healing=2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +3 Str dps ---------- Acc +5 (+2 eff.) ---------- misc Stam/turn +3.00 Sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
evasive yew totem of healing [power 260] (18/13 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 13 cooldown 100% to gain a 23% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing yew totem of healing [power 260] (18/13 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 13 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 101 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 30 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
innervating ash wand of lightning storm [power 206] (18/13 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 45 lightning damage and will be dazed for 1 turn (228 total damage) Puts all charms on 13 cooldown 100% to reduce fatigue by 34% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Snapper the Ogre Doombringer level 30
18th Pyre 123rd year of Ascendancy at 07:47 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Snapper the Ogre Doombringer level 26
41st Regrowth 123rd year of Ascendancy at 17:10 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Snapper the Ogre Doombringer level 31
55th Pyre 123rd year of Ascendancy at 05:20 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Snapper the Ogre Doombringer level 30
18th Pyre 123rd year of Ascendancy at 07:27 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Snapper the Ogre Doombringer level 32
7th Flare 123rd year of Ascendancy at 09:31 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Snapper the Ogre Doombringer level 23
61st Haze 122nd year of Ascendancy at 00:44 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Snapper the Ogre Doombringer level 34
46th Dusk 123rd year of Ascendancy at 01:24 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Snapper the Ogre Doombringer level 6
79th Pyre 122nd year of Ascendancy at 07:14 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Snapper the Ogre Doombringer level 34
32nd Dusk 123rd year of Ascendancy at 10:20 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Snapper the Ogre Doombringer level 10
12nd Dusk 122nd year of Ascendancy at 19:21 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Snapper the Ogre Doombringer level 20
8th Haze 122nd year of Ascendancy at 01:21 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Snapper the Ogre Doombringer level 30
14th Pyre 123rd year of Ascendancy at 12:44 see stats
Once bitten, twice shy (Insane (Adventure) difficulty)
Escaped the Anteroom of Agony.By Snapper the Ogre Doombringer level 26
69th Haze 122nd year of Ascendancy at 01:36 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Snapper the Ogre Doombringer level 25
67th Haze 122nd year of Ascendancy at 02:44 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Snapper the Ogre Doombringer level 12
38th Dusk 122nd year of Ascendancy at 21:44 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Snapper the Ogre Doombringer level 12
15th Dusk 122nd year of Ascendancy at 23:09 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Snapper the Ogre Doombringer level 32
9th Flare 123rd year of Ascendancy at 06:07 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Snapper the Ogre Doombringer level 26
10th Decay 122nd year of Ascendancy at 10:03 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Snapper the Ogre Doombringer level 12
17th Dusk 122nd year of Ascendancy at 19:20 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Snapper the Ogre Doombringer level 26
10th Decay 122nd year of Ascendancy at 16:31 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Snapper the Ogre Doombringer level 22
40th Haze 122nd year of Ascendancy at 13:54 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Snapper the Ogre Doombringer level 15
55th Dusk 122nd year of Ascendancy at 21:40 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Snapper the Ogre Doombringer level 37
63rd Dusk 123rd year of Ascendancy at 03:35 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Snapper the Ogre Doombringer level 36
60th Dusk 123rd year of Ascendancy at 21:21 see stats
Log
Glorema the Guardian receives 82 healing from Glorema the Guardian's purging blight area effect.
Glorema the Guardian's purging blight area effect hits Snapper for 30 blight damage.
Lava floor heals Snapper!
Snapper receives 56 healing.
Snapper casts Writ Large.
Snapper casts Fiery Aegis.
A shield forms around Snapper.
Your shield crumbles under the damage!
The shield around Snapper crumbles.
Glorema the Guardian is on fire!
Snapper is suffering less.
Snapper's purification is complete.
Talent Infusion: Movement is ready to use.
Talent Fiery Grasp is ready to use.
Fiery Aegis from Snapper hits Glorema the Guardian for 0 fire damage.
Snapper receives 2 healing from Devouring flames from Snapper.
Burning from Snapper hits Glorema the Guardian for 0 fire damage.
Deadly Poison from Glorema the Guardian hits Snapper for (99 absorbed), 0 nature (0 total damage).
Bleeding from Glorema the Guardian hits Snapper for (13 absorbed), 45 physical (45 total damage).
Lava floor burns Glorema the Guardian!
Glorema the Guardian rushes out!
Glorema the Guardian performs a melee critical strike against Snapper!
Snapper deactivates Fearscape.
Poison bursts out of Snapper's corpse!
Glorema the Guardian performs a melee critical strike against Snapper!
Glorema the Guardian hits Snapper for 244 physical, 40 light (284 total damage).
Snapper hits Glorema the Guardian for 0 fire damage.
Snapper the level 37 ogre doombringer was tanned to death by Glorema the Guardian on level 1 of Fearscape.
You are brought back from the Fearscape!



























































































































































