Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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.
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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Shalore |
Class | Temporal Warden |
Level / Exp | 50 / 1150% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 44 (base 12) |
Dexterity | 102 (base 60) |
Constitution | 91 (base 60) |
Magic | 153 (base 66) |
Willpower | 40 (base 12) |
Cunning | 69 (base 36) |
Resources
Life | 1985/1985 |
Paradox | 96 |
Healing Factor | 2.4457453763918 |
Regeneration | 83.113432080165 |
Speed
Mental | -12.000000000028% |
Attack | -12.000000000038% |
Movement | +109.80425806594% |
Spell | -12.000000000038% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 19 |
See Stealth | 55.07655637776 |
See Invisible | 69.07655637776 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 200 |
Accuracy | 84 |
Crit Chance | 82% |
APR | 18 |
Speed | 1.14 |
Offense: Spell
Spellpower | 77 |
Crit Chance | 44% |
Speed | 1.1363636363641 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 32% |
Speed | 1.1363636363641 |
Offense: Damage Bonus
Blight | +38% |
Physical | +44% |
Mind | +25% |
All | +16% |
Darkness | +31% |
Temporal | +64% |
Lightning | +69% |
Fire | +37% |
Nature | +22% |
Offense: Damage Penetration
Lightning | +30% |
Temporal | +45% |
All | +25% |
Physical | +48% |
Fire | +35% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 28 (49.007671158813%) |
Defense | 96 |
Ranged Defense | 96 |
Fatigue | 0 |
Physical Save | 49 |
Spell Save | 61 |
Mental Save | 55 |
Defense: Resistances
Acid | + 55%( 70%) |
Blight | + 63%( 70%) |
Arcane | + 52%( 70%) |
Cold | + 55%( 70%) |
All | + 47%( 70%) |
Physical | + 54%( 70%) |
Lightning | + 64%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 49%( 70%) |
Darkness | + 68%( 70%) |
Fire | + 66%( 70%) |
Nature | + 67%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 20% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 96% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 884 damage for 8 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 211 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 365 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Bow Threading | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Temporal Hounds |
talent | Chant of Fortitude |
talent | Secrets of the Eternals |
talent | Contingency |
talent | Weapon Folding |
beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You 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 successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
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 | Charsmasher (18 def, 5 armour) Charsmasher (18 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con offense ------ Critical power +23.96% Move Speed +10% Damage +9% mind Ignore resists +10% fire defense ------ Armor +5 Defense +18 (+4 eff.) Fatigue -10% Resistance +9% blight +6% temporal +3% lightning Life +54.00 other ------- Stamina/turn +0.90 Rush: Puts all charms on 25 cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 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. A pair of boots made of leather. |
Quiver | hotfuck (20/20, 73-102 power, 18 apr) hotfuck (20/20, 73-102 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Random Unique] Nature/Master/Psionic Weapon Damage 73.0 - 102.2 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +26.0% Capacity 20 On-ranged-hit +16 temporal +59 physical +47 cold On-Hit, radius 1 +8 light +16 temporal On-crit, radius 2 +4 light +23 cold On Hit: * 24% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 150 physical damage * 20% chance to create vines that bind the target to the ground dealing 150 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | slap a bitch save a marriage slap a bitch save a marriage1.0 Encumbrance T5 lite [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +7 Wil offense ------ Physical Crit +4.0% Critical power +18.00% Physical Power +10 (+3 eff.) Damage +15% darkness +12% temporal Ignore resists +5% lightning On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +15% light +18% temporal Affinity +5% darkness Mind save +15 (+5 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +9 Infravision +4 See Stealth +25 See Invis +25 Moonlight Ray: Puts all charms on 8 cooldown Effective talent level: 4.0 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 267.07 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | give me HEAD not a helm u idiot merchant (10 def, 10 armour) give me HEAD not a helm u idiot merchant (10 def, 10 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Dex defense ------ Armor +10 Defense +10 (+2 eff.) Fatigue +5% Resistance +14% lightning +12% temporal +25% darkness +3% fire +14% nature +3% mind Spell save +10 (+3 eff.) Life +110.00 Life Regen +4.73 Healmod +20% Cut Resist +20% Stun Resist +24% Out-of-Phase Defense +18 Out-of-Phase Resistance +18% Out-of-Phase Resilience +18% other ------- Infravision +12 A cap made of leather. |
Tool | Eternity's Counter Eternity's Counter2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Move Speed +16% Combat Speed -12% Spell Speed -12% Mind Speed -12% Damage +0% all +15% temporal defense ------ Resistance +12% all +15% temporal Damage Reduction +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | savage's voratun ring of life savage's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Con defense ------ Spell save +16 (+4 eff.) Life +100.00 Life Regen +9.00 Healmod +14% other ------- Max stamina +18.00 Rings make your fingers look great! |
On fingers | savage's voratun ring of life savage's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +3 Con defense ------ Spell save +17 (+5 eff.) Life +82.00 Life Regen +20.00 Healmod +14% other ------- Max stamina +24.00 Rings make your fingers look great! |
Around waist | Girdle of Preservation Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+5 eff.) Spell save +15 (+4 eff.) Mind save +15 (+5 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | Burnstrider the dragonbone longbow Burnstrider the dragonbone longbow4.0 Encumbrance T5 longbow 2H weapon [Random Unique] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 Projectile Speed +200% On-ranged-hit +33 lightning +8 physical While equipped: Stats +4 Str +9 Mag offense ------ Physical Crit +21.0% Damage +33% lightning +15% temporal +12% fire +18% physical Ignore resists +15% temporal +23% physical Accuracy +21 (+4 eff.) defense ------ Resistance +3% physical other ------- Reload +12 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
On hands | drakeskin leather gloves 'Smolderquench' (0 def, 13 armour) drakeskin leather gloves 'Smolderquench' (0 def, 13 armour)1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Str +5 Dex +3 Wil +5 Cun +5 Con offense ------ On-Hit 15 physical Damage +10% physical +9% fire +6% temporal Ignore resists +5% temporal Accuracy +10 (+2 eff.) On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 33 * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +13 Resistance +6% blight +9% temporal Physical save +25 (+9 eff.) Mind save +10 (+3 eff.) Disarm Resist +96% other ------- Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Worm Nest (0 def, 0 armour) 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 (+4 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 15 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. |
Cloak | cashmere cloak 'Scorpionidol' (10 def, 0 armour) cashmere cloak 'Scorpionidol' (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Dex offense ------ Damage +6% nature Ignore resists +5% nature Accuracy +27 (+5 eff.) On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Defense +10 (+2 eff.) Fatigue -7% Resistance +18% fire +19% light +9% nature Stealth +10 Life +75.00 other ------- Max stamina +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +5 Str +13 Dex +5 Mag +5 Wil +13 Cun +5 Con offense ------ Physical Power +12 (+4 eff.) Spellpower +16 (+4 eff.) Move Speed +15% Damage +20% lightning +9% all When Hit 34 darkness defense ------ Damage Avoidance +8% Affinity +20% lightning Healmod +50% other ------- Infravision +3 See Invis +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
Inventory
Infusion of Wild Growth (rad 5; dur 10;) Infusion of Wild Growth (rad 5; dur 10;)0.1 Encumbrance T3 infusion scroll [Plot Item] Nature When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 68.74 physical damage and 116.47 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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 160; cd 13) healing infusion of the warrior (heal 160; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 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 384; cd 14) healing infusion of the wizard (heal 384; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 384 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 362; cd 15) healing infusion of the wizard (heal 362; cd 15)0.1 Encumbrance infusion scroll [Ego] 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 362 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 348; cd 15) healing infusion of the wizard (heal 348; cd 15)0.1 Encumbrance infusion scroll [Ego] 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 348 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 347; cd 13) healing infusion of the wizard (heal 347; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 347 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 346; cd 12) healing infusion of the wizard (heal 346; 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 instantly heal yourself for 346 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 (speed 810%; cd 14) movement infusion (speed 810%; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 810% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 379; 13 cd) regeneration infusion of the titan (heal 379; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 379 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 580; 13 cd) regeneration infusion of the wizard (heal 580; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 580 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 32%; magical, physical; dur 4; cd 15) wild infusion of the warrior (res 32%; magical, physical; dur 4; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, light, arcane, fire, mind, darkness) Prismatic Rune (6 turns; physical, light, arcane, fire, mind, darkness)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (114% 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, 3 light, 3 arcane, 3 fire, 5 mind, 3 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (114% 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. |
shielding rune of the duelist (absorb 661; dur 6; cd 17) shielding rune of the duelist (absorb 661; dur 6; 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 create a protective shield absorbing at most 661 damage for 6 turns. 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. |
shielding rune of the wizard (absorb 727; dur 6; cd 17) shielding rune of the wizard (absorb 727; dur 6; 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 create a protective shield absorbing at most 727 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 730; dur 5; cd 17) shielding rune of the wizard (absorb 730; dur 5; 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 create a protective shield absorbing at most 730 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Branykhad the Rainfiend Branykhad the Rainfiend0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Mag +6 Con offense ------ Damage +15% darkness +18% cold defense ------ Resistance +12% darkness +6% cold Physical save +11 (+4 eff.) Life +54.00 Life Regen +6.00 Amulets make your neck look great! |
Choker of Dread 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 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Garkul's Teeth Garkul's Teeth0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+6 eff.) Mind save +18 (+6 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 4.0 Power cost 10 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 323.98 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Poladassra the Cystwarden Poladassra the Cystwarden0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +13 Mag +3 Wil +4 Con offense ------ Spellpower/crit +5 When Hit 4 nature defense ------ Physical save +16 (+6 eff.) Spell save +9 (+3 eff.) Life +67.00 Life Regen +10.00 other ------- Mana/turn +0.41 Max mana +120.00 Amulets make your neck look great! |
The Black Core The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 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... |
clarifying copper amulet clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% mind Confus Resist +20% Amulets make your neck look great! |
copper amulet of cunning (+3) copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
savior's gold amulet of the eclipse savior's gold amulet of the eclipse0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: offense ------ On-Hit 10 light 7 darkness Damage +9% light +9% darkness When Hit: * 5% chance to reduce damage dealt by 20% * 5% chance to blind defense ------ Physical save +12 (+4 eff.) Spell save +13 (+4 eff.) Mind save +13 (+4 eff.) Amulets make your neck look great! |
starseer's stralite amulet of the eclipse starseer's stralite amulet of the eclipse0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane While equipped: Stats +3 Mag offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) On-Hit 9 light 9 darkness Damage +11% darkness +5% temporal +13% light +5% physical When Hit: * 9% chance to reduce damage dealt by 20% * 7% chance to blind Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Exiler Exiler0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+3 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 166.54 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Gunekath the gold ring Gunekath the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun offense ------ On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +12 (+3 eff.) Resistance +12% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
Mnemonic Mnemonic0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+5 eff.) defense ------ Resistance +25% mind Mind save +20 (+6 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
The Black Ring The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+2 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Wheel of Fate Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +8 Str +6 Wil +7 Cun +13 Con offense ------ Physical Power +8 (+2 eff.) Mindpower +13 (+5 eff.) Damage +6% acid Ignore resists +10% cold On-Hit (Melee): * 20% chance to reduce armor by 44% defense ------ Resistance +6% acid +12% darkness Physical save +14 (+5 eff.) 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? |
Writhing Ring of the Hunter Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring of sensing copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +22% other ------- Infravision +3 See Stealth +6 See Invis +6 Rings make your fingers look great! |
gold ring of pilfering gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+2 eff.) Ignore Armor +9 defense ------ Defense +7 (+2 eff.) Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
psionicist's copper ring of fire (+20%) psionicist's copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +10% fire defense ------ Resistance +20% fire Mind save +6 (+2 eff.) Rings make your fingers look great! |
savage's voratun ring of life savage's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Con defense ------ Spell save +19 (+5 eff.) Life +100.00 Life Regen +16.00 Healmod +17% other ------- Max stamina +37.00 Rings make your fingers look great! |
savior's steel ring of fire (+20%) savior's steel ring of fire (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% fire defense ------ Resistance +20% fire Physical save +6 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Rings make your fingers look great! |
warrior's gold ring of life warrior's gold ring of life0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str defense ------ Armor +10 Life +64.00 Life Regen +7.00 Healmod +12% Rings make your fingers look great! |
wizard's gold ring of power wizard's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag offense ------ Physical Power +7 (+2 eff.) Spellpower +8 (+2 eff.) Mindpower +7 (+3 eff.) defense ------ Spell save +8 (+2 eff.) Rings make your fingers look great! |
wizard's gold ring of sensing wizard's gold ring of sensing0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: Stats +6 Mag defense ------ Spell save +12 (+3 eff.) Blind Resist +23% other ------- Infravision +3 See Stealth +10 See Invis +14 Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr) Dagger of the Past (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +0% physical +5% temporal Ignore resists +0% temporal defense ------ Defense +10 (+2 eff.) Spell save +10 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Icy Kill (35-46 power, 10 apr) Icy Kill (35-46 power, 10 apr)1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 35.0 - 45.5 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Lustrepain (17-22 power, 7 apr) Lustrepain (17-22 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Nature Weapon Damage 17.0 - 22.1 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +16 mind While equipped: Stats +3 Str +9 Dex +7 Mag +6 Wil +4 Cun +3 Con offense ------ Physical Crit +4.0% Ignore resists +10% mind defense ------ Armor +4 other ------- Light +3 Sharp, short and deadly. |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 35% Dex, 35% Mag, 30% Cun Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Shantiz the Stormblade (15-20 power, 20 apr) Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 0% Mag, 100% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Silent Blade (25-32 power, 10 apr) Silent Blade (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 65% Dex, 35% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 0% Mag, 50% Cun Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- 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. |
plaguebringer's voratun dagger of massacre (52-67 power, 9 apr) plaguebringer's voratun dagger of massacre (52-67 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 51.5 - 67.0 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +19 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 33 While equipped: defense ------ Disease Resist +35% Sharp, short and deadly. |
truestriking iron dagger (10-12 power, 5 apr) truestriking iron dagger (10-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Master Weapon Damage 9.5 - 12.3 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical Accuracy +6 (+1 eff.) Ignore Armor +6 Sharp, short and deadly. |
voratun dagger 'Winterthorn' (40-51 power, 9 apr) voratun dagger 'Winterthorn' (40-51 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 39.5 - 51.4 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +22 blight +4 nature +4 temporal On-crit, radius 2 +4 temporal On Hit: 20% Epidemic 5 On Hit: * 32% chance to reduce strength, dexterity, and constitution by 33 While equipped: offense ------ Damage +9% cold Ignore resists +20% cold +14% all Accuracy +25 (+5 eff.) Ignore Armor +9 defense ------ Resistance +3% temporal Disease Resist +30% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Sharp, short and deadly. |
acidic voratun greatmaul of ruin (68-101 power, 4 apr) acidic voratun greatmaul of ruin (68-101 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Ego+] Arcane/Master Weapon Damage 67.5 - 101.2 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On Crit: * Splash the target with acid dealing 205 damage over 5 turns and reducing armor and accuracy by 26 While equipped: offense ------ Physical Crit +20.0% Critical power +38.00% Ignore Armor +20 Massive two-handed mauls. |
Storm Fury Storm Fury4.0 Encumbrance T5 longbow 2H weapon [Unique] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+7 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+6 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 193 to 386 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
enhanced dragonbone longbow of dexterity (+14) enhanced dragonbone longbow of dexterity (+14)4.0 Encumbrance T5 longbow 2H weapon [Ego+] Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +14 Str +28 Dex +18 Mag +17 Wil +17 Cun +20 Con offense ------ Ignore resists +12% physical Longbows are used to shoot arrows at your foes. |
Sword of Potential Futures (28-39 power, 10 apr) Sword of Potential Futures (28-39 power, 10 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Weapon Damage 28.0 - 39.2 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) Damage +0% physical +5% temporal defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
truestriking voratun longsword (42-58 power, 6 apr) truestriking voratun longsword (42-58 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Master Weapon Damage 41.5 - 58.1 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +14% physical Accuracy +25 (+5 eff.) Ignore Armor +11 Sharp, long, and deadly. |
voratun longsword of evisceration (44-62 power, 6 apr) voratun longsword of evisceration (44-62 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Master Weapon Damage 44.0 - 61.6 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +14.0% Physical Power +15 (+5 eff.) Sharp, long, and deadly. |
Ureslak's Femur (52-73 power, 5 apr) Ureslak's Femur (52-73 power, 5 apr)3.0 Encumbrance T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Weapon Damage 52.0 - 72.8 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
plaguebringer's voratun mace of phasing (45-63 power, 28 apr) plaguebringer's voratun mace of phasing (45-63 power, 28 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Arcane Weapon Damage 45.0 - 63.0 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +28 Critical Rate +3.0% Attack Speed 100% Phasing +18% On-hit +18 blight On Hit: 20% Epidemic 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 33 While equipped: defense ------ Disease Resist +29% Blunt and deadly. |
nature's living mindstar of sand (18-19 power, 40 apr, mind damage) nature's living mindstar of sand (18-19 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Weapon Damage 17.5 - 19.2 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) On-Hit 20 physical Damage +10% nature +14% physical Ignore resists +16% physical defense ------ Resistance +8% blight +16% physical Disease Resist +25% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element) Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag 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 (+10 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 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
infernal dragonbone magestaff (30-36 power, 6 apr, fire element) infernal dragonbone magestaff (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag 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% Critical power +40.00% Spellpower +24 (+6 eff.) On-Hit 28 fire Damage +30% fire other ------- See Invis +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone magestaff of the prodigy (30-36 power, 6 apr, fire element) shimmering dragonbone magestaff of the prodigy (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag 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 +19 Cun offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Spellpower/crit +9 Damage +30% fire other ------- Mana/turn +0.29 Max mana +93.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stormbringer's voratun waraxe of evisceration (42-58 power, 6 apr) stormbringer's voratun waraxe of evisceration (42-58 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 41.5 - 58.1 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +45 lightning +40 cold On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +13.0% Physical Power +14 (+4 eff.) Move Speed +38% Ignore resists +25% lightning +24% cold One-handed war axes. |
truestriking voratun waraxe (40-56 power, 6 apr) truestriking voratun waraxe (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master Weapon Damage 40.0 - 56.0 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Ignore resists +14% physical Accuracy +15 (+3 eff.) Ignore Armor +15 One-handed war axes. |
Emblem of Evasion Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
noble's drakeskin leather belt of recklessness noble's drakeskin leather belt of recklessness1.0 Encumbrance T5 belt armor [Ego++] Master While equipped: Stats +8 Cun +6 Wil offense ------ Physical Crit +6.0% Critical power +13.00% Physical Power +6 (+2 eff.) Against +39% Summoned defense ------ Resist Against +45% Summoned A belt that goes around your waist. |
linen cloak 'Hanakalthodan' (6 def, 2 armour) linen cloak 'Hanakalthodan' (6 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +2 Defense +6 (+1 eff.) Resistance +6% light Physical save +6 (+2 eff.) Stun Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak of implacability (3 def, 0 armour) restorative elven-silk cloak of implacability (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego++] Nature While equipped: defense ------ Defense +3 (+1 eff.) Resistance +17% nature +15% blight Physical save +8 (+3 eff.) Mind save +9 (+3 eff.) Unlife -50.00 life Life Regen +7.00 Healmod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of sorcery (1 def, 0 armour) spellcowled linen cloak of sorcery (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spell Crit +5% defense ------ Defense +1 (+0 eff.) Spell save +6 (+2 eff.) other ------- Max mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+5 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 50 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
focusing elven-silk robe of the mind (+25%) (0 def, 0 armour) focusing elven-silk robe of the mind (+25%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego] Psionic While equipped: Stats +8 Mag +7 Wil offense ------ Damage +25% mind defense ------ Resistance +25% mind +15% all other ------- Mana/turn +0.40 Psi/turn +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe (0 def, 0 armour) timebroken woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +6% arcane +7% temporal defense ------ Resistance +9% all other ------- Max mana +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blindwinnow (0 def, 3 armour) Blindwinnow (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +7 Lck +5 Dex offense ------ On-Hit (Melee): * 10 arcane resource burn * 10% chance to reduce armor by 44% defense ------ Armor +3 Resistance +9% acid +12% nature +3% blight Spell save +6 (+2 eff.) Stealth +7 other ------- Light +2 A pair of boots made of leather. |
Elena the pair of drakeskin leather boots (30 def, 5 armour) Elena the pair of drakeskin leather boots (30 def, 5 armour)2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +17 Dex +12 Lck +8 Con offense ------ Physical Power +30 (+9 eff.) defense ------ Armor +5 Defense +30 (+6 eff.) Stealth +14 A pair of boots made of leather. |
invigorating pair of drakeskin leather boots (0 def, 5 armour) invigorating pair of drakeskin leather boots (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Nature While equipped: offense ------ Move Speed +10% defense ------ Armor +5 Fatigue -10% Life +60.00 other ------- Stamina/turn +0.80 A pair of boots made of leather. |
miner's pair of rough leather boots of tirelessness (0 def, 3 armour) miner's pair of rough leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 other ------- Stamina/turn +0.40 Max stamina +10.00 Infravision +2 A pair of boots made of leather. |
miner's pair of voratun boots of disengagement (0 def, 12 armour) miner's pair of voratun boots of disengagement (0 def, 12 armour)3.0 Encumbrance T5 feet armor Reqs - Heavy armour training [Ego+] Master While equipped: Stats +4 Cun +4 Dex defense ------ Armor +12 Fatigue +4% other ------- Infravision +2 Disengage: Puts all charms on 15 cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Sootream' (0 def, 1 armour) pair of rough leather boots 'Sootream' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Fatigue -4% Resistance +6% mind +3% light +3% darkness Physical save +10 (+4 eff.) Disarm Resist +10% Pinning Resist +20% other ------- Encumbrance +23 A pair of boots made of leather. |
restorative pair of voratun boots (0 def, 5 armour) restorative pair of voratun boots (0 def, 5 armour)3.0 Encumbrance T5 feet armor Reqs - Heavy armour training [Ego+] Nature While equipped: defense ------ Armor +5 Fatigue +4% Life Regen +10.00 Healmod +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of drakeskin leather boots (0 def, 5 armour) wanderer's pair of drakeskin leather boots (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +5 Cun +6 Con defense ------ Armor +5 Physical save +19 (+7 eff.) Mind save +24 (+7 eff.) A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Hazereign the hardened leather gloves (0 def, 2 armour) Hazereign the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ On-Hit 8 mind Damage +6% acid +9% temporal +5% mind +9% cold defense ------ Armor +2 Resistance +6% mind +9% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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. |
Murkquarry (0 def, 2 armour) Murkquarry (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 lightning Damage +5% lightning +18% darkness Ignore resists +20% darkness On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Armor +2 Resistance +7% lightning 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. |
Aerorenor (30 def, 3 armour) Aerorenor (30 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str offense ------ Ignore resists +5% arcane defense ------ Armor +3 Defense +30 (+6 eff.) Fatigue +3% Resistance +9% lightning +5% arcane +3% mind Pinning Resist +20% A cap made of leather. |
Crown of the Elements (0 def, 10 armour) Crown of the Elements (0 def, 10 armour)2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+4 eff.) Mindpower +15 (+6 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
defender's voratun helm of ire (7 def, 13 armour) defender's voratun helm of ire (7 def, 13 armour)3.0 Encumbrance T5 head armor Reqs - Heavy armour training [Ego++] Master While equipped: Stats +4 Str +5 Con defense ------ Armor +13 Defense +7 (+2 eff.) Fatigue +5% Resistance +7% all Physical save +25 (+9 eff.) Mind save +12 (+4 eff.) Battle Cry: Puts all charms on 28 cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dragonslayer's voratun helm of the depths (0 def, 5 armour) dragonslayer's voratun helm of the depths (0 def, 5 armour)3.0 Encumbrance T5 head armor Reqs - Heavy armour training [Ego+] Nature While equipped: defense ------ Armor +5 Fatigue +5% Resistance +12% acid +12% fire +13% lightning +24% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindwoven elven-silk wizard hat of arcana (3 def, 0 armour) mindwoven elven-silk wizard hat of arcana (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil offense ------ Mind Crit +5% Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) defense ------ Defense +3 (+1 eff.) other ------- Psi/turn +0.40 A pointy cloth hat, very wizardly... |
warlord's hardened leather cap of the bounder (0 def, 3 armour) warlord's hardened leather cap of the bounder (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +10 Str +7 Dex +5 Wil offense ------ Physical Power +9 (+3 eff.) defense ------ Armor +3 Fatigue +3% Resistance +7% physical Physical save +7 (+3 eff.) Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 308.0 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
enlightening voratun plate armour of stability (0 def, 16 armour) enlightening voratun plate armour of stability (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Master/Psionic While equipped: Stats +8 Cun +9 Wil defense ------ Armor +16 Fatigue +22% Resistance +10% physical Physical save +20 (+7 eff.) Mind save +16 (+5 eff.) A suit of armour made of metal plates. |
shocking voratun shield (0 def, 10 armour, 192.5 block) shocking voratun shield (0 def, 10 armour, 192.5 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 30 lightning When Hit 21 lightning defense ------ Armor +10 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Arkul's Siege Arrows (14/14, 68-95 power, 100 apr) Arkul's Siege Arrows (14/14, 68-95 power, 100 apr)3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 68.0 - 95.2 Physical Uses 50% Dex, 70% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +100 Critical Rate +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
6 agate 6 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. |
590 alchemist agate 590 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. |
8 onyx 8 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. |
12 aquamarine 12 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. |
6 lapis lazuli 6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 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. |
5 opal 5 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. |
4 sapphire 4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
9 emerald 9 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 jade 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. |
7 spinel 7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 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. |
2 turquoise 2 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. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
brass lantern 'Grinyyon' brass lantern 'Grinyyon'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Wil offense ------ Critical power +10.00% Damage +3% acid On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 defense ------ Mind save +9 (+3 eff.) Life +40.00 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. |
nightwalker's alchemist's lamp of clarity nightwalker's alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego+] Nature/Psionic While equipped: Stats +3 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +5 (+1 eff.) defense ------ Mind save +7 (+2 eff.) other ------- Light +4 See Stealth +8 See Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
Shard of Crystalized Time Shard of Crystalized Time2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con offense ------ Damage +7% temporal defense ------ Defense +5 (+1 eff.) Anomaly Control +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
Crystal Heart Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 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. |
Dragon Orb (Orb of Command) 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) 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) 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 Undeath (Orb of Command) 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 Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 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. |
Runed Skull Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+2 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
28 alchemist bloodstone 28 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
10 bloodstone 10 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. |
11 fire opal 11 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. |
6 garnet 6 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. |
7 ruby 7 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
Bizzare Contraption Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
dwarven-steel torque of gale force 'Dagamarach' [power 205] (15 cooldown) dwarven-steel torque of gale force 'Dagamarach' [power 205] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: defense ------ Defense +25 (+5 eff.) Resistance +9% temporal Unlife -20.00 life Healmod +10% Pinning Resist +20% Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 295 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psionic shield 'Aerondil' [power 63] (25 cooldown) dwarven-steel torque of psionic shield 'Aerondil' [power 63] (25 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Physical Crit +2.0% Physical Power +20 (+6 eff.) defense ------ Defense +25 (+5 eff.) other ------- Stamina/turn +2.00 Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to reduce fatigue by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of clear mind 'Arthidunahell' [power 3] (25 cooldown) stralite torque of clear mind 'Arthidunahell' [power 3] (25 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Spell Crit +5% Critical power +10.00% Spellpower +15 (+4 eff.) defense ------ Resistance +12% acid +3% physical +6% nature Blind Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Tarryladil [power 470] (25 cooldown) Tarryladil [power 470] (25 cooldown)2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats +6 Str +6 Dex +9 Cun offense ------ Mind Crit +10% Mindpower +20 (+8 eff.) other ------- Equi when Hit +0.28 Max hate +12.47 Summon a resilient tentacle up to 5 spaces away for 12 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1334 Base Damage: 570 Armor: 42 All Resist: 50 Puts all charms on 25 cooldown 100% to increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing [power 560] (15 cooldown) dragonbone totem of healing [power 560] (15 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
quick elm totem of healing [power 98] (12 cooldown) quick elm totem of healing [power 98] (12 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 98 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
Pearl of Life and Death 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. |
9 diamond 9 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 moonstone 6 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl 11 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. |
8 quartz 8 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. |
5 amber 5 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. |
10 ametrine 10 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. |
9 citrine 9 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. |
8 zircon 8 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. |
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
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 29
41st Haze 122nd year of Ascendancy at 05:47 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 27
33rd Haze 122nd year of Ascendancy at 13:29 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 33
7th Regrowth 123rd year of Ascendancy at 19:11 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 41
3rd Mirth 123rd year of Ascendancy at 06:49 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 32
10th Allure 123rd year of Ascendancy at 05:33 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 29
77th Haze 122nd year of Ascendancy at 08:37 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 15
38th Dusk 122nd year of Ascendancy at 19:30 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 31
5th Allure 123rd year of Ascendancy at 08:24 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 40
2nd Mirth 123rd year of Ascendancy at 23:14 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 50
51st Haze 123rd year of Ascendancy at 17:22 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 17
51st Dusk 122nd year of Ascendancy at 11:37 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 30
2nd Decay 122nd year of Ascendancy at 21:26 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 45
25th Dusk 123rd year of Ascendancy at 05:01 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 50
48th Haze 123rd year of Ascendancy at 05:00 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 50
33rd Haze 123rd year of Ascendancy at 15:21 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 30
1st Allure 123rd year of Ascendancy at 05:37 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 35
8th Regrowth 123rd year of Ascendancy at 22:05 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 21
5th Haze 122nd year of Ascendancy at 00:06 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 10
1st Flare 122nd year of Ascendancy at 06:01 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 20
66th Dusk 122nd year of Ascendancy at 03:03 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 30
77th Haze 122nd year of Ascendancy at 08:37 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 40
78th Pyre 123rd year of Ascendancy at 22:24 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 50
52nd Dusk 123rd year of Ascendancy at 03:21 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 48
36th Dusk 123rd year of Ascendancy at 15:07 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 42
7th Dusk 123rd year of Ascendancy at 04:38 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 39
3rd Pyre 123rd year of Ascendancy at 12:55 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 29
39th Haze 122nd year of Ascendancy at 19:12 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 22
7th Haze 122nd year of Ascendancy at 15:08 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 41
1st Summertide 123rd year of Ascendancy at 04:38 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 31
5th Allure 123rd year of Ascendancy at 11:44 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 50
51st Haze 123rd year of Ascendancy at 17:22 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 9
1st Summertide 122nd year of Ascendancy at 09:37 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 50
51st Haze 123rd year of Ascendancy at 17:22 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 29
76th Haze 122nd year of Ascendancy at 01:26 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 36
40th Regrowth 123rd year of Ascendancy at 16:47 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 25
24th Haze 122nd year of Ascendancy at 01:16 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 16
50th Dusk 122nd year of Ascendancy at 18:10 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 26
32nd Haze 122nd year of Ascendancy at 13:00 see stats
By Tempoxygen Wardoxygen the Shalore Temporal Warden level 5
3rd Mirth 122nd year of Ascendancy at 05:04 see stats
Log
Tempoxygen Wardoxygen picks up ( .): restorative pair of voratun boots (0 def, 5 armour).
Tempoxygen Wardoxygen picks up ( .): truestriking voratun waraxe (40-56 power, 6 apr).
Tempoxygen Wardoxygen picks up (L.): savage's voratun ring of life.
Tempoxygen Wardoxygen picks up ( .): mindwoven elven-silk wizard hat of arcana (3 def, 0 armour).
Ran for 14 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Temporal hound is out of phase.
Temporal hound is out of phase.
Temporal hound is no longer out of phase.
Temporal hound is out of phase.
Temporal hound is no longer out of phase.
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: at portal).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Temporal hound is no longer out of phase.
Today is the 52nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Ran for 17 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Saving game...
Ran for 2 turns (stop reason: interesting terrain).