











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Forbidden Cults 1.7.0Official 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 1.7.0Official 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.0Official 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 43 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by orc archer at level 3 on the 17th Voratun 122nd year of Ascendancy at 23:33 0 / 8Killed by Bandit Leader Xeruba at level 18 on the 42nd Profit 122nd year of Ascendancy at 14:18 Killed by Tim at level 21 on the 16th Wealth 122nd year of Ascendancy at 18:05 Killed by Ileneli the halfling at level 29 on the 8th Steel 123rd year of Ascendancy at 11:35 Killed by Xusevea the blade horror at level 33 on the 45th Stralite 123rd year of Ascendancy at 14:12 Killed by Bethunne the awoken tentacle tree at level 36 on the 14th Profit 123rd year of Ascendancy at 11:57 Killed by ghoulking at level 39 on the 4th Wealth 123rd year of Ascendancy at 20:56 Killed by radiant horror at level 43 on the 25th Loss 123rd year of Ascendancy at 03:51 |
Primary Stats
| Strength | 115 (base 60) |
| Dexterity | 69 (base 41) |
| Constitution | 101 (base 50) |
| Magic | 16 (base 10) |
| Willpower | 45 (base 27) |
| Cunning | 38 (base 10) |
Resources
| Life | -430/1842 |
| Stamina | 130/336 |
| Healing Factor | 1.783683801266 |
| Regeneration | 63.61962577285 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 29.641450861482 |
| See Invisible | 29.641450861482 |
Offense: Mainhand
| Damage | 321 |
| Accuracy | 56 |
| Crit Chance | 57% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +25% |
| Acid | +21% |
| Light | +9% |
| Cold | +15% |
| Mind | +10% |
| Lightning | +9% |
| Fire | +14% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 101.23535955475 (100%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 48 |
| Physical Save | 77 |
| Spell Save | 49 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 27%( 70%) |
| Physical | + 39%( 70%) |
| Cold | + 33%( 70%) |
| All | + 21%( 70%) |
| Lightning | + 28%( 70%) |
| Light | + 26%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Confusion Resistance | 10% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 140 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 529 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| 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 635 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Technique / Bloodthirst | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.60 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 254. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, 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. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Fatigue +3% Rush: Puts all charms on 25 cooldown Level 1.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Cracklegrind'1.0 T3 lite [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +9% lightning +9% light Res.pen +10% lightning ----- def ----- Defense +10 (+3 eff.) Resists +9% lightning ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Darkpiercer (8 def, 14 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +20 Str +12 Dex +8 Cun +9 Con dps ---------- Melee Ret 2 darkness ----- def ----- Armour +14 Defense +8 (+2 eff.) Fatigue +5% Resists +3% physical +6% all Phys.save +15 (+3 eff.) Die.at -80.00 life ---------- misc Stam/turn +1.00 Max.stam +10.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 748.2 Physical damage. If the attack hits, the target is confused (42% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Aerydoldil the stralite torque of gale force [power 305] (6/15 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +6% Crit.mult +5.00% ---------- misc Hate/m.crit +3.00 Project a gust of wind in a cone knocking enemies back 11 spaces and dealing 305 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 26% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | solipsist's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- Max.HP +71.00 HP.reg +10.00 Heal.mod +13% Rings make your fingers look great! |
| On fingers | Shockreaper0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +9 Con dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +21% acid +14% fire Res.pen +20% lightning Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce armor by 19% ----- def ----- Resists +28% fire Max.HP +100.00 HP.reg +14.00 Heal.mod +15% Rings make your fingers look great! |
| Around waist | balancing hardened leather belt of unlife1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +8.0% Mind.crit +11% ----- def ----- Resists +8% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | Legacy of the Naloren (84-118 power, 20 apr)3.0 T5 trident 2H weapon [Unique] Nature/Psionic Power 84.0 - 117.6 Physical Uses 40% Wil, 140% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +20.0% Atk.spd 100% On Hit: 10% Stunning Blow 1 On Hit: 10% Spit Poison 5 On Hit: 10% Silence 3 While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con +10 Lck dps ---------- Mind.crit +12% Phys.pwr +12 (+2 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +15% cold +25% nature +10% mind ----- def ----- Resists +10% acid +15% cold +20% nature ---------- misc Light +2 Cooldown Spit Poison -2 Rush -3 Masteries +0.30 Technique/Combat techniques +0.30 Technique/Combat training +0.30 Psionic/Psychic Assault Implode: Level 2.0 Pwr.cost 40 out of 60/60. Range 5 Travel.spd instantaneous Is a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 3 turns and dealing 81.0 Physical damage each turn. The duration and damage improve with Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
| On hands | Bethybrenn the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Str +4 Mag +2 Wil +5 Cun ----- def ----- Armour +2 Fatigue +3% Crit.dmg- 10.00% HP.reg +6.00 ---------- misc Stam/turn +0.70 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Tarrasca (0 def, 50 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+9 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
| Cloak | linen cloak 'Lustrebender' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +25 (+5 eff.) Apr +3 Melee Ret 2 physical ----- def ----- Defense +1 (+0 eff.) Resists +6% light Die.at -20.00 life HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: 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 78.93 physical damage and 197.33 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 270; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 270 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. |
movement infusion of the psychic (speed 709%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 709% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 902%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 902% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, temporal, blight, physical, mind, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 temporal, 5 blight, 4 physical, 4 mind, 3 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (330.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 330.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 123; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 123 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 86; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 86 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 168; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 168 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 353; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 353 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 65; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 65 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 89; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 89 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Blindmarrow of the Blightspawn0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +7 Cun +7 Con dps ---------- Mov.spd +10% Dmg.mod +12% fire Res.pen +25% nature +5% cold On Melee Ret: * 26% chance to reduce strength, dexterity, and constitution by 10 * 30% chance to reduce damage dealt by 29% ----- def ----- Fatigue -8% Resists +19% fire +19% cold HP.reg +4.00 ---------- misc Stam/turn +1.20 Masteries +0.24 Cunning/Survival +0.24 Technique/Berserker's strength Amulets make your neck look great! |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+4 eff.) ----- def ----- Blind- +100% ---------- misc 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. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 308 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (116). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Umbrabearer0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +6 Wil +5 Cun dps ---------- Crit.mult +15.00% Res.pen +10% acid Acc +7 (+3 eff.) Apr +15 On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Resists +9% acid Amulets make your neck look great! |
copper amulet of perfection (0.15 Technique / Berserker's strength,0.15 Technique / Combat training)0.1 T1 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.15 Technique/Berserker's strength +0.15 Technique/Combat training Amulets make your neck look great! |
Beydogrim the Quenchspiker0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +30% temporal +6% cold Res.pen +25% fire Melee Ret 6 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% cold HP.reg +6.00 Stun/Frz- +38% Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +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." |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.08 cold and 13.98 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gladiator's stralite ring of misery0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +3 Cun +6 Con dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 12 physical Ranged+ 11 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 36 On Hit (Ranged): * 11% chance to reduce all saves and defense by 36 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
pixie's gold ring of misery0.1 T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +7 Cun +3 Mag dps ---------- Spell.pwr +10 (+7 eff.) Melee+ 14 physical Ranged+ 5 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 36 On Hit (Ranged): * 12% chance to reduce all saves and defense by 36 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
steel ring 'Yvassra'0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +1% physical Spell.save +9 (+3 eff.) Blind- +52% Stun/Frz- +10% ---------- misc Infravis +7 See.Stealth +20 See.Invis +16 Rings make your fingers look great! |
stralite emerald ring0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Dex +7 Wil +17 Cun dps ---------- Mind.pwr +13 (+4 eff.) Dmg.mod +12% nature Acc +12 (+4 eff.) On Hit (Melee): * 10% chance to slow global speed by 64% ----- def ----- Armour +3 Resists +6% blight +2% physical +3% all Phys.save +14 (+3 eff.) Spell.save +13 (+5 eff.) Mind.save +10 (+3 eff.) Heal.mod +15% Rings make your fingers look great! |
The Gaping Maw (72-108 power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Ice Claw -1 Mana Clash -2 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. This item has been sent to the Item's Vault. |
stormbringer's stralite battleaxe of shearing (46-68 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego++] Nature/Master Power 45.5 - 68.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +30 lightning +30 cold While equipped: dps ---------- Mov.spd +50% Res.pen +19% lightning +30% cold +7% all Acc +17 (+5 eff.) Apr +13 Massive two-handed battleaxes. |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 40% Wil, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc 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)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 40% Wil, 45% Str, 45% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc 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. |
Kinetic Spike (38-49 power, 40 apr)1.0 T5 dagger 1H weapon [Unique] Psionic Power 38.0 - 49.4 Physical Uses 70% Wil, 40% Dex, 30% Str Acc+ +0.2% crit chance (max 25%) Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +30% physical Acc +8 (+3 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 10 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Leluneg (17-22 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 17.0 - 22.1 Physical Uses 40% Wil, 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +5 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str dps ---------- Phys.crit +6.0% Dmg.mod +3% physical ----- def ----- Resists +1% physical Sharp, short and deadly. |
Lustrebait (23-30 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 23.0 - 29.9 Physical Uses 40% Wil, 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 acid On Hit.r1 +4 light On Crit.r2 +12 light While equipped: dps ---------- Dmg.mod +3% light +9% darkness Res.pen +15% light +5% acid Sharp, short and deadly. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 40% Wil, 20% Dex, 20% Str Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 40% Wil, 55% Dex, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 40% Wil, 45% Dex, 45% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 40% Wil, 45% Str, 5% Mag 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 40% Wil, 50% Dex, 50% Cun Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+3 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Yaridohell (33-43 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Arcane/Master Power 33.0 - 42.9 Physical Uses 40% Wil, 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +22 cold On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 While equipped: dps ---------- Phys.crit +9.0% Crit.mult +18.00% S.pwr/crit +4 Dmg.mod +6% blight Acc +15 (+5 eff.) Apr +9 ---------- misc Mana/turn +0.04 Sharp, short and deadly. |
manaburning stralite dagger of massacre (36-46 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Disrupt/Master Power 35.5 - 46.1 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 15 arcane resource burn Sharp, short and deadly. |
voratun dagger 'Tempestquell' (39-51 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Disrupt/Master Power 39.0 - 50.7 Physical Uses 40% Wil, 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 fire On Hit.r1 +4 fire On Hit: * 17% chance to slow global speed by 64% On Crit: * Deals 105 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +20% lightning +15% all Acc +25 (+7 eff.) Apr +15 Melee Ret 6 lightning 4 fire Sharp, short and deadly. |
Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +0.0% Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 115 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Smearsin the voratun greatmaul (65-98 power, 39 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master Power 65.0 - 97.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +39 Crit +3.0% Atk.spd 100% Phasing +26% Melee+ +8 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +12 Str dps ---------- Phys.crit +10.0% Dmg.mod +9% light +17% physical Acc +23 (+7 eff.) On Hit (Melee): * 10% chance to slow global speed by 64% ----- def ----- Resists +9% light +6% nature Massive two-handed mauls. |
Unstoppable Mauler (48-72 power, 15 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+6 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 3.9 Pwr.cost 18 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 135% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
Blackwill of the Blightspawn (50-81 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Nature/Master Power 50.5 - 80.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +35 lightning +7 cold While equipped: Stats +7 Str -14 Dex +17 Cun dps ---------- Mov.spd +39% Phys.spd +10% Dmg.mod +13% physical Res.pen +20% lightning +24% cold Acc +31 (+9 eff.) ---------- misc Light +3 Massive two-handed swords. |
Colaryem (48-77 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 40% Wil, 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Latafayn (68-109 power, 5 apr)3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 40% Wil, 125% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
stralite greatsword 'Woerot' (48-77 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Nature/Master Power 48.0 - 76.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +12 blight On Crit.r2 +16 darkness +4 temporal On Hit: 20% Epidemic 4 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 10 While equipped: Stats +9 Str +10 Dex +10 Mag +10 Wil +12 Cun +12 Con dps ---------- Phys.crit +13.0% Crit.mult +41.00% Dmg.mod +6% darkness Apr +16 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Disease- +31% Massive two-handed swords. |
Merkul's Second Eye4.0 T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
keeper's dragonbone longbow of lightning4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +33 lightning While equipped: dps ---------- Dmg.mod +23% lightning +17% physical +27% temporal Res.pen +8% physical +14% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
Morrigor (50-70 power, 12 apr)3.0 T4 longsword 1H weapon Reqs Mag 40 [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 40% Wil, 60% Mag, 60% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 8.00 arcane and 8.00 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+14 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Perseverance (31-43 power, 9 apr)3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 60% Wil, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+6 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Great Caller (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 70% Wil, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
absorbing living mindstar of venom (16-17 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 15.5 - 17.1 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 7 acid Dmg.mod +4% acid Res.pen +11% acid ----- def ----- Resists +10% lightning +10% fire +8% acid +8% cold HP.reg +3.00 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption 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. |
Hare-Skin Sling4.0 T3 sling 1H weapon Reqs Shoot [Unique] Nature Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Crystal Shard (16-19 power, 4 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 20 [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+9 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Staff of Destruction (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Fire Uses 100% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+7 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
stormbringer's voratun steamgun of cold4.0 T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Arcane/Nature/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +13 cold On Crit.r2 +24 lightning +22 cold Uses 2.0 Steam While equipped: dps ---------- Mov.spd +29% Dmg.mod +12% cold Res.pen +14% lightning +17% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
enhanced orite trident of evisceration (41-66 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Nature/Master Power 41.0 - 65.6 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +10 Str +7 Dex +10 Mag +10 Wil +12 Cun +16 Con dps ---------- Phys.crit +13.0% Phys.pwr +12 (+2 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
enhanced orite trident of projection (43-69 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Nature/Psionic Power 43.0 - 68.8 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +12 Str +13 Dex +10 Mag +10 Wil +12 Cun +10 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orite trident of ruin (44-70 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Master Power 43.5 - 69.6 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Phys.crit +13.0% Crit.mult +38.00% Phys.spd +10% Acc +7 (+3 eff.) Apr +13 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Carriontide1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +4 (+0 eff.) Res.pen +15% lightning +5% darkness +10% nature Melee Ret 8 nature 6 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 29% A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Zanorin the Glowweeper1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Res.pen +20% light Melee Ret 6 light ----- def ----- Resists +6% acid +3% light +6% fire +7% cold +7% lightning ---------- misc Light +3 A belt that goes around your waist. |
Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+6 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+8 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+12 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+5 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+9 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 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. This item has been sent to the Item's Vault. |
mindwoven elven-silk robe of Linaniil (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Spell.crit +11% Mind.crit +4% Spell.pwr +20 (+12 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Resists +15% all Mind.save +26 (+8 eff.) ---------- misc Mana/turn +0.14 Max.mana +60.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+9 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 75 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 18 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
eldritch pair of voratun boots of invasion (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Phys.crit +3.0% Spell.crit +3% Phys.pwr +5 (+1 eff.) Res.pen +11% physical ----- def ----- Armour +5 Fatigue +4% ---------- misc Mana/turn +0.16 Max.mana +53.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fogbutcher (0 def, 3 armour)1.0 T4 hands armor [Rare] Arcane While equipped: Stats +2 Str +1 Mag +6 Cun dps ---------- Melee+ 10 light Dmg.mod +8% light Res.pen +10% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Armour +3 Resists +10% light +9% darkness 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. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 181.56 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Ulfefast the Satyrkill (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Mind.pwr +25 (+7 eff.) Res.pen +10% nature Acc +6 (+2 eff.) Melee Ret 8 nature ----- def ----- Armour +2 Fatigue +3% Resists +6% mind Phys.save +5 (+1 eff.) Mind.save +7 (+2 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic hardened leather gloves of the juggernaut (0 def, 6 armour)1.0 T2 hands armor [Ego++] Master While equipped: Stats +3 Con ----- def ----- Armour +6 Phys.save +15 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +14 (+4 eff.) Max.HP +48.00 Disarm- +32% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dagukath (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +18% physical Res.pen +25% mind +10% arcane ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane ---------- misc Max.psi +20.00 A cap made of leather. |
Helm of Knowledge (0 def, 12 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +10% arcane +15% light +15% mind HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Rootbrace the cashmere wizard hat (17 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Dmg.mod +3% nature On Hit (Melee): * 10% chance to slow global speed by 64% ----- def ----- Defense +17 (+5 eff.) Resists +3% acid +12% light +6% lightning Mind.save +8 (+2 eff.) Max.HP +60.00 HP.reg +4.00 Teleport- +20% A pointy cloth hat, very wizardly... |
Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+6 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
dwarven-steel helm 'Galogaleg' (6 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Dex +5 Mag +8 Wil +6 Cun dps ---------- Spell.crit +3% Dmg.mod +11% blight +13% arcane ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +4% Resists +15% mind +4% all Phys.save +8 (+2 eff.) Mind.save +22 (+7 eff.) Confus- +30% ---------- misc See.Invis +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 T5 head armor [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
Grinechak the rough leather armour (28 def, 4 armour)9.0 T1 light armor [Rare] Nature While equipped: Stats +2 Dex +1 Con dps ---------- Dmg.mod +9% acid ----- def ----- Armour +4 Defense +28 (+9 eff.) Fatigue +6% Resists +7% acid +7% cold ---------- misc Max.stam +10.00 Breathe water A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Revenant (8 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+2 eff.) Fatigue +12% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) Silence- +0% Confus- +70% Pinning- +0% Stun/Frz- +10% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
swashbuckler's voratun shield of earthen fury (0 def, 19 armour, 196.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +11 Str +9 Dex dps ---------- Acc +9 (+3 eff.) ----- def ----- Armour +19 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
quiver of elven-wood arrows of crippling (19/19, 42-59 power, 14 apr)3.0 T4 arrow ammo [Ego+] Master Power 42.0 - 58.8 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +11.5% Capacity 19 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
239 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Deepsmight the dwarven-steel pickaxe (dig speed 33 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +18% fire +8% nature +18% darkness Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Resists +21% acid +6% fire +13% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe of Reknor (dig speed 16 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Resists +7% darkness +7% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
12 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 61.38 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 61.38 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+7 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 172 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
piercing alchemist's lamp of the zealot1.0 T3 lite [Ego++] Disrupt/Master While equipped: dps ---------- Res.pen +7% all Apr +7 ----- def ----- Resists +3% all Spell.save +5 (+2 eff.) ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp of clarity1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Resists +8% blight Mind.save +8 (+2 eff.) HP.reg +6.00 ---------- misc Light +4 See.Stealth +9 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+7 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 85.71 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 330.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Frozen Shards (25/25, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Ice Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
barbed pouch of stralite shots of accuracy (18/21, 53-64 power, 5 apr)3.0 T4 shot ammo [Ego+] Master Power 53.0 - 63.6 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +17 Apr +5 Crit +14.5% Capacity 21 On Crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Beryrion the dwarven-steel torque of mindblast [power 275] (6/15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +6% blight +6% temporal Res.pen +25% arcane ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Mana/s.crit +2.00 Blast the opponent's mind dealing 302 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
18 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Tim the Dwarf Berserker level 35
25th Voratun 123rd year of Ascendancy at 23:42 see stats
A living one!
Was teleported into Caldizar's Fortress, far into the void between the stars.By Tim the Dwarf Berserker level 29
14th Steel 123rd year of Ascendancy at 08:04 see stats
Arachnophobia
Destroyed the spydric menace.By Tim the Dwarf Berserker level 41
14th Loss 123rd year of Ascendancy at 23:29 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Tim the Dwarf Berserker level 41
19th Dearth 123rd year of Ascendancy at 04:08 see stats
Brave new world
Went to the Far East and took part in the war.By Tim the Dwarf Berserker level 39
21st Wealth 123rd year of Ascendancy at 07:40 see stats
Bringer of Doom
Killed a Bringer of Doom.By Tim the Dwarf Berserker level 25
9th Loss 122nd year of Ascendancy at 10:51 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Tim the Dwarf Berserker level 8
24th Voratun 122nd year of Ascendancy at 05:56 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Tim the Dwarf Berserker level 38
26th Profit 123rd year of Ascendancy at 16:33 see stats
Dethroned
Vanquished the Glass Golem without letting it use the glass throne to heal.By Tim the Dwarf Berserker level 40
18th Dearth 123rd year of Ascendancy at 00:35 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Tim the Dwarf Berserker level 42
22nd Loss 123rd year of Ascendancy at 10:17 see stats
Explorer
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Tim the Dwarf Berserker level 41
19th Dearth 123rd year of Ascendancy at 08:36 see stats
Exterminator
Killed 1000 creatures.By Tim the Dwarf Berserker level 19
42nd Profit 122nd year of Ascendancy at 23:24 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tim the Dwarf Berserker level 26
10th Loss 122nd year of Ascendancy at 07:53 see stats
Fear me not!
Survived the Fearscape!By Tim the Dwarf Berserker level 30
11st Stralite 123rd year of Ascendancy at 05:12 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Tim the Dwarf Berserker level 42
22nd Loss 123rd year of Ascendancy at 11:34 see stats
Guiding Hand
Saved all escorted adventurers.By Tim the Dwarf Berserker level 34
22nd Voratun 123rd year of Ascendancy at 08:14 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tim the Dwarf Berserker level 20
44th Profit 122nd year of Ascendancy at 21:25 see stats
Level 10
Got a character to level 10.By Tim the Dwarf Berserker level 10
6th Profit 122nd year of Ascendancy at 04:31 see stats
Level 20
Got a character to level 20.By Tim the Dwarf Berserker level 20
44th Profit 122nd year of Ascendancy at 12:32 see stats
Level 30
Got a character to level 30.By Tim the Dwarf Berserker level 30
21st Steel 123rd year of Ascendancy at 03:38 see stats
Level 40
Got a character to level 40.By Tim the Dwarf Berserker level 40
15th Dearth 123rd year of Ascendancy at 18:00 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Tim the Dwarf Berserker level 29
18th Steel 123rd year of Ascendancy at 21:04 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Tim the Dwarf Berserker level 22
4th Dearth 122nd year of Ascendancy at 10:11 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Tim the Dwarf Berserker level 28
4th Iron 123rd year of Ascendancy at 14:38 see stats
Size is everything
Did over 1500 damage in one attack.By Tim the Dwarf Berserker level 40
16th Dearth 123rd year of Ascendancy at 13:38 see stats
Size matters
Did over 600 damage in one attack.By Tim the Dwarf Berserker level 20
4th Wealth 122nd year of Ascendancy at 20:29 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Tim the Dwarf Berserker level 38
26th Profit 123rd year of Ascendancy at 22:35 see stats
That was close
Killed your target while having only 1 life left.By Tim the Dwarf Berserker level 33
19th Voratun 123rd year of Ascendancy at 01:10 see stats
The Arena
Unlocked Arena mode.By Tim the Dwarf Berserker level 8
3rd Profit 122nd year of Ascendancy at 08:56 see stats
The bigger the better!
Did over 3000 damage in one attack.By Tim the Dwarf Berserker level 41
20th Loss 123rd year of Ascendancy at 00:50 see stats
The secret city
Discovered the truth about mages.By Tim the Dwarf Berserker level 14
24th Profit 122nd year of Ascendancy at 06:50 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Tim the Dwarf Berserker level 26
14th Shortage 122nd year of Ascendancy at 19:53 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Tim the Dwarf Berserker level 18
42nd Profit 122nd year of Ascendancy at 19:37 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Tim the Dwarf Berserker level 34
23rd Voratun 123rd year of Ascendancy at 07:45 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Tim the Dwarf Berserker level 40
15th Dearth 123rd year of Ascendancy at 22:29 see stats
Log
Talent Shattering Shout is ready to use.
Orc soldier uses Orcish Fury.
Orc soldier enters a state of bloodlust.
Radiant horror HEALS from fire damage!
Radiant horror reflects damage back to Orc high pyromancer!
Luminous horror HEALS from fire damage!
Searing horror HEALS from fire damage!
Luminous horror HEALS from fire damage!
Luminous horror HEALS from fire damage!
Luminous horror reflects damage back to Orc high pyromancer!
Burning from Orc high pyromancer hits Tim for 32 fire damage.
Orc high pyromancer's Fireflash hits Radiant horror for 45 fire, 162 healing (45 total damage) [162 healing].
Orc high pyromancer's Fireflash hits Luminous horror for 45 fire, 162 healing (45 total damage) [162 healing].
Orc high pyromancer's Fireflash hits Orc soldier for 297 fire damage.
Orc high pyromancer's Fireflash hits Orc soldier for 297 fire damage.
Orc high pyromancer's Fireflash hits Searing horror for 45 fire, 162 healing (45 total damage) [162 healing].
Orc high pyromancer's Fireflash hits Luminous horror for (22 absorbed), 22 fire, 162 healing (22 total damage) [162 healing].
Orc high pyromancer's Fireflash hits Luminous horror for (45 absorbed), 0 fire, 162 healing (0 total damage) [162 healing].
Orc high pyromancer's Fireflash hits Tim for 225 fire damage.
Searing horror's Body of Fire hits Tim for 48 fire damage.
Luminous horror's morale has been lowered.
Tim uses Shattering Shout.
Tim uses Shattering Shout.
The shield around luminous horror crumbles.
You collect a new ingredient: orc heart (1).
You collect a new ingredient: orc heart (1).
The shield around luminous horror crumbles.
Tim's rage subsides!
Tim no longer revels in blood quite so much.


































































































































































































