Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 50 / 2296% |
Size | small |
Lifes / Deaths | Killed by Salerevea the honey tree at level 20 on the 19th Haze 122nd year of Ascendancy at 21:38 2 / 5Killed by Aeruvena the snow giant at level 25 on the 26th Pyre 123rd year of Ascendancy at 21:06 Killed by Silakira the telugoroth at level 30 on the 7th Flare 123rd year of Ascendancy at 19:06 Killed by Aerilaith the giant netherworm at level 31 on the 5th Dusk 123rd year of Ascendancy at 03:59 Killed by Rak'shor, Grand Necromancer of the Pride at level 48 on the 73rd Regrowth 124th year of Ascendancy at 19:45 |
Primary Stats
Strength | 72 (base 23) |
Dexterity | 122 (base 60) |
Constitution | 102 (base 60) |
Magic | 70 (base 15) |
Willpower | 68 (base 24) |
Cunning | 131 (base 63) |
Resources
Life | 1723/1723 |
Steam | 100/100 |
Stamina | 357/357 |
Vim | 266/266 |
Healing Factor | 2.0573484249332 |
Regeneration | 113.8186769408 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +96.353718395664% |
Vision
Sight | 10 |
Lite | 25 |
See Invisible | 9 |
Offense: Mainhand
Damage | 251 |
Accuracy | 99 |
Crit Chance | 99% |
APR | 61 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 53 |
Crit Chance | 58% |
Speed | 1 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
Acid | +24% |
Blight | +21% |
Physical | +91% |
Cold | +20% |
All | +9% |
Lightning | +27% |
Light | +21% |
Temporal | +26% |
Fire | +35% |
Mind | +18% |
Offense: Damage Penetration
Physical | +172% |
Acid | +45% |
Light | +22% |
Temporal | +20% |
Nature | +42% |
Arcane | +57% |
Mind | +46% |
All | +12% |
Defense: Base
Armour (hardiness) | 50.512106701502 (97.857480396004%) |
Defense | 92 |
Ranged Defense | 94 |
Fatigue | 0 |
Physical Save | 62 |
Spell Save | 48 |
Mental Save | 44 |
Defense: Resistances
Acid | + 63%( 70%) |
Blight | + 44%( 70%) |
Arcane | + 41%( 70%) |
Cold | + 65%( 70%) |
All | + 38%( 70%) |
Lightning | + 70%( 70%) |
Light | + 44%( 70%) |
Temporal | + 57%( 70%) |
Physical | + 54%( 70%) |
Fire | + 66%( 70%) |
Mind | + 54%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 48% |
Poison Resistance | 70% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 80% |
Teleport Resistance | 100% |
Pinning Resistance | 75% |
Instadeath Resistance | 100% |
Knockback Resistance | 55% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 181% efficiency and cooldown mod of 53%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 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. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 837% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 200% efficiency and cooldown mod of 81%. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Cunning / Poisons | 2.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Cunning / Called Shots | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Elemental Discord |
talent | Insidious Poison |
talent | Trained Reactions |
talent | Pace Yourself |
talent | Counter Shot |
talent | Numbing Poison |
talent | Apply Poison |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by 621. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by faerlhing. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Blindstrike the pair of voratun boots (0 def, 5 armour) Blindstrike the pair of voratun boots (0 def, 5 armour) 3.0 Encumbrance T5 feet armor [Rare] Arcane/Master/Psionic While equipped: Stats +7 Con offense ------ Physical Crit +4.0% Physical Power +16 (+4 eff.) Spellpower +18 (+6 eff.) Mindpower +18 (+5 eff.) Damage +12% light Ignore resists +33% acid +33% physical +30% nature Accuracy +25 (+5 eff.) Ignore Armor +4 When Hit 10 light defense ------ Armor +5 Fatigue +4% Physical save +27 (+6 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Ce'Nerina (24/24, 80-96 power, 6 apr) Ce'Nerina (24/24, 80-96 power, 6 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Master Weapon Damage 80.0 - 96.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +30.0% Capacity 24 On-ranged-hit +20 arcane +20 blight On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | dwarven lantern 'Urtholekath' dwarven lantern 'Urtholekath'1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Wil +1 Con offense ------ Ignore resists +12% all Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +6% light Crit Resistance 5.00% Physical save +14 (+3 eff.) Life +60.00 Healmod +21% Cut Resist +10% Pinning Resist +20% other ------- Light +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour) 2.0 Encumbrance T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex offense ------ Physical Crit +10.0% Steam Crit +15% Damage +10% physical Ignore resists +15% physical Accuracy +65 (+11 eff.) Ignore Armor +15 defense ------ Defense +15 (+3 eff.) Blind Resist +100% other ------- Light +7 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour) 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Disarm Resist +100% other ------- Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | stralite torque of mindblast 'Nimbuswaker' [power 370] (15 cooldown) stralite torque of mindblast 'Nimbuswaker' [power 370] (15 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Damage +18% lightning +12% blight Ignore resists +25% arcane When Hit 8 arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 defense ------ Resistance +9% blight +5% arcane +9% lightning Blast the opponent's mind dealing 437 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | Managadas the voratun ring Managadas the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +11 Str +8 Dex +9 Con offense ------ Physical Power +15 (+3 eff.) Damage +9% acid Ignore resists +20% arcane +5% physical Accuracy +16 (+3 eff.) Ignore Armor +1 On-Hit (Melee): * 21% chance to reduce armor by 36% defense ------ Defense +15 (+3 eff.) Life +96.00 Life Regen +20.00 Healmod +20% Rings make your fingers look great! |
On fingers | Vorylrama the Noontitan Vorylrama the Noontitan0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Str +5 Wil +7 Cun offense ------ Critical power +5.00% Damage +6% cold Ignore resists +10% light When Hit 6 mind defense ------ Armor +20 Resistance +26% acid +30% fire +30% lightning +30% cold Life +70.00 Life Regen +15.00 Healmod +14% Rings make your fingers look great! |
Around neck | Jetrip the voratun amulet Jetrip the voratun amulet0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex +10 Cun +10 Con offense ------ Critical power +18.00% Move Speed +10% Accuracy +9 (+2 eff.) Ignore Armor +20 On-Hit (Melee): * 20% chance to slow global speed by 63% * 10% chance to reduce damage dealt by 28% defense ------ Fatigue -9% Resistance +3% light +25% mind Crit Resistance 10.00% Life Regen +5.00 Confus Resist +48% other ------- Stamina/turn +1.10 Light +3 See Invisibility +9 Amulets make your neck look great! |
In main hand | Nithan's Force Nithan's Force 4.0 Encumbrance T5 sling 1H weapon [Unique] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% Range +10 While equipped: Stats +10 Str +5 Con offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 5.5 Power cost 16 out of 16/16. Range 10 Cooldown: 8 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Around waist | drakeskin leather belt 'Tarek' drakeskin leather belt 'Tarek' 1.0 Encumbrance T5 belt armor [Rare] Arcane While equipped: Stats +7 Dex +7 Mag +10 Wil +4 Cun offense ------ Spell Crit +6% Physical Power +35 (+8 eff.) Ignore resists +34% mind +34% physical Accuracy +20 (+4 eff.) defense ------ Defense +15 (+3 eff.) Fatigue -20% Crit Resistance 20.40% Physical save +24 (+6 eff.) other ------- Encumbrance +50 A belt that goes around your waist. |
In off hand | Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 50.0 - 60.0 Temporal Uses 20% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock level 3 While equipped: offense ------ Spellpower +12 (+4 eff.) defense ------ Armor +4 Defense +8 (+1 eff.) Ranged Defense +10 (+2 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+7 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Cloak | Charstreaker (3 def, 0 armour) Charstreaker (3 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +6 Mag +13 Wil +6 Cun +4 Con offense ------ Mind Crit +8% Damage +9% mind +9% fire When Hit 6 mind On-Hit (Melee): * 20% chance to reduce armor by 36% defense ------ Defense +3 (+0 eff.) Resistance +30% lightning Spell save +15 (+5 eff.) Stun Resist +50% other ------- Hate-on-crit +5.00 Max mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ancient silk robe of alchemy (0 def, 0 armour) ancient silk robe of alchemy (0 def, 0 armour) 2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag offense ------ Damage +6% acid +27% physical +5% cold +17% temporal +17% fire Ignore resists +8% temporal +11% physical defense ------ Resistance +14% acid +15% physical +14% fire +13% cold +13% all Anomaly Control +11 Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the warrior (speed 718%; cd 9) movement infusion of the warrior (speed 718%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 718% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 68; 15 cd) regeneration infusion (heal 68; 15 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 68 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 461; 17 cd) regeneration infusion of the warrior (heal 461; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 461 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 36%; magical; dur 3; cd 15) wild infusion of the titan (res 36%; magical; dur 3; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. 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) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. |
schematic: Ablative Armour schematic: Ablative Armour0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Acid Groove 3 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Air Recycler 4 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper 2 schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Back Support 4 schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Botanical Shell 2 schematic: Botanical Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell 2 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating 2 schematic: Crystal Plating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell 3 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fiery Salve 5 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flash Powder 4 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Focus Lens 6 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Frost Salve 5 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web 2 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp 2 schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve 3 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Iron Grip 5 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder 2 schematic: Itching Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Kinetic Stabiliser 5 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell 2 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Mana Coil 4 schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Mental Stimulator 4 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Moss Tread 4 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Pain Suppressor Salve 5 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Poison Groove 5 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Razor Edge 9 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots 2 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rustproof Coating 3 schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw Projector 5 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Second Skin 4 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Edge 3 schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Shocking Touch 5 schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid Shell 2 schematic: Solid Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment 2 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Spring Grapple 4 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Steamgun 7 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Steamsaw 8 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Thunderclap Coating 6 schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher 2 schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Shell 2 schematic: Toxic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Unstoppable Force Salve 4 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Sentry 2 schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Water Salve 5 schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Waterproof Coating 5 schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: White Light Emitter 3 schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Winterchill Edge 7 schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Tome of Uttercold Tome of Uttercold0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
Cyruna the Flashpierce Cyruna the Flashpierce0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +8 Dex +6 Cun +6 Con offense ------ Move Speed +10% Damage +18% lightning Ignore resists +25% lightning +15% physical Accuracy +10 (+2 eff.) defense ------ Fatigue -6% Resistance +3% physical Life Regen +3.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
Feathersteel Amulet Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+3 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
The Black Core =blind immune= The Black Core =blind immune=0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Yvoldann Yvoldann0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +2 Str +6 Dex +2 Wil +15 Cun +6 Con offense ------ Physical Crit +2.0% Move Speed +10% Ignore Armor +2 defense ------ Fatigue -6% Physical save +9 (+2 eff.) Life Regen +3.00 other ------- Stamina/turn +4.00 Amulets make your neck look great! |
copper amulet of cunning (+2) copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
copper amulet of magic (+3) copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
grounding steel amulet of cunning (+2) grounding steel amulet of cunning (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +11% lightning Stun Resist +22% Amulets make your neck look great! |
restful copper amulet of manastreaming restful copper amulet of manastreaming0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +1 Mag offense ------ Spellpower/crit +2 defense ------ Fatigue -4% Life Regen +2.00 other ------- Mana/turn +0.12 Max mana +23.00 Amulets make your neck look great! |
restful gold amulet of dexterity (+5) restful gold amulet of dexterity (+5)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +5 Dex defense ------ Fatigue -6% Life Regen +2.00 Amulets make your neck look great! |
steel amulet of magic (+3) =3 mag amulet= steel amulet of magic (+3) =3 mag amulet=0.1 Encumbrance T2 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
warrior's gold amulet of manastreaming =4 mag amulety= warrior's gold amulet of manastreaming =4 mag amulety=0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +4 Mag offense ------ Spellpower/crit +3 defense ------ Resistance +8% physical other ------- Stamina/turn +0.40 Mana/turn +0.31 Max mana +34.00 Amulets make your neck look great! |
Ce'Nuwe the Blizzardcast Ce'Nuwe the Blizzardcast0.1 Encumbrance T5 ring jewelry [Random Unique] Master While equipped: Stats +6 Dex offense ------ Ignore resists +15% nature Accuracy +12 (+2 eff.) When Hit 8 cold On-Hit (Melee): * 21% chance to slow global speed by 63% defense ------ Resistance +15% cold Life +47.00 Life Regen +9.00 Disarm Resist +45% Pinning Resist +37% Stun Resist +50% Knockbk Resist +46% other ------- Light +2 Rings make your fingers look great! |
Elemental Fury =6 mag ring= Elemental Fury =6 mag ring=0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +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. |
Floedeath the stralite ring Floedeath the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +9 Cun +6 Wil offense ------ Critical power +20.88% Mindpower +31 (+8 eff.) Damage +12% cold defense ------ Defense +18 (+3 eff.) Mind save +19 (+6 eff.) other ------- Hate-on-crit +5.22 Max psi +40.00 Rings make your fingers look great! |
Glory of the Pride Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+11 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Lisith the Flameparry Lisith the Flameparry0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Cun +9 Dex offense ------ Critical power +20.69% Physical Power +18 (+4 eff.) Spellpower +15 (+5 eff.) Mindpower +20 (+5 eff.) Damage +7% all Ignore resists +5% cold Accuracy +11 (+2 eff.) defense ------ Resistance +13% blight +18% fire +10% nature Poison Resist +30% Disease Resist +25% other ------- Max hate +4.00 Rings make your fingers look great! |
Lisynn =6 will ring= Lisynn =6 will ring=0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +6 Wil offense ------ Spellpower/crit +10 defense ------ Resistance +12% lightning Physical save +9 (+2 eff.) Silence Resist +28% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.30 Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.15 cold and 32.08 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. |
Wheel of Fate Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of arcana (+0.12/turn) copper ring of arcana (+0.12/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +22% other ------- Mana/turn +0.12 Rings make your fingers look great! |
gold ring 'Getagrim' gold ring 'Getagrim'0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Wil offense ------ Damage +27% physical When Hit 10 mind defense ------ Resistance +5% arcane +2% physical Physical save +12 (+3 eff.) Mind save +12 (+4 eff.) Rings make your fingers look great! |
gold ring 'Hettahor' gold ring 'Hettahor'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Con offense ------ Critical power +15.00% Spellpower/crit +6 defense ------ Life Regen +6.00 Stun Resist +38% other ------- Stamina/turn +3.00 Mana-on-crit +2.00 Max mana +100.00 Max stamina +30.00 Rings make your fingers look great! |
marksman's gold ring of perseverance marksman's gold ring of perseverance0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Life Regen +3.00 Stun Resist +26% Rings make your fingers look great! |
painweaver's voratun ring of misery painweaver's voratun ring of misery0.1 Encumbrance T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun offense ------ Physical Power +20 (+5 eff.) Spellpower +13 (+4 eff.) Mindpower +18 (+5 eff.) On-Hit 17 physical On-Ranged-Hit 28 physical Damage +4% all On-Hit (Melee): * 13% chance to reduce all saves and defense by 35 On-Hit (Ranged): * 15% chance to reduce all saves and defense by 35 other ------- Hate-on-crit +3.00 Max hate +13.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
psionicist's copper ring of time (+11%) psionicist's copper ring of time (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% temporal defense ------ Resistance +11% temporal Mind save +4 (+1 eff.) Rings make your fingers look great! |
psionicist's gold ring of luminosity =3mag ring= psionicist's gold ring of luminosity =3mag ring=0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Wil +3 Mag offense ------ On-Hit 15 light On-Ranged-Hit 16 light Damage +12% light defense ------ Mind save +8 (+2 eff.) Rings make your fingers look great! |
psionicist's steel ring of misery psionicist's steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ On-Hit 7 physical On-Ranged-Hit 6 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 35 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 35 defense ------ Mind save +6 (+2 eff.) other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
treant's steel ring treant's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +7% nature +6% blight Poison Resist +12% Disease Resist +10% Rings make your fingers look great! |
voratun ring 'Hetturolach' voratun ring 'Hetturolach'0.1 Encumbrance T5 ring jewelry [Random Unique] Master While equipped: Stats +11 Str offense ------ Critical power +20.00% Damage +3% blight Accuracy +15 (+3 eff.) defense ------ Armor +20 Defense +5 (+1 eff.) Physical save +17 (+4 eff.) Spell save +16 (+5 eff.) Mind save +15 (+5 eff.) Life +50.00 Disarm Resist +43% Pinning Resist +50% Knockbk Resist +47% Rings make your fingers look great! |
arcing voratun battleaxe of ruin (58-87 power, 4 apr) arcing voratun battleaxe of ruin (58-87 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Arcane/Master Weapon Damage 58.0 - 87.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 90 damage While equipped: offense ------ Physical Crit +14.0% Critical power +28.00% Ignore Armor +13 Massive two-handed battleaxes. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
acidic voratun greatsword of corruption (62-98 power, 4 apr) acidic voratun greatsword of corruption (62-98 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Arcane Weapon Damage 61.5 - 98.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Hit: 20% Curse of Vulnerability level 5 On Critical: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 Massive two-handed swords. |
truestriking voratun greatsword (64-102 power, 4 apr) truestriking voratun greatsword (64-102 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Master Weapon Damage 64.0 - 102.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +16% physical Accuracy +24 (+4 eff.) Ignore Armor +9 Massive two-handed swords. |
Emeleyalle the yew longbow =14 mag now= Emeleyalle the yew longbow =14 mag now=4.0 Encumbrance T3 longbow 2H weapon [Rare] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Projectile Speed +200% While equipped: Stats +11 Str +14 Dex +14 Mag +14 Wil +14 Cun +14 Con offense ------ Critical power +20.00% Physical Power +30 (+7 eff.) Ignore resists +15% physical defense ------ Resistance +6% darkness +2% physical Unlife -80.00 life Longbows are used to shoot arrows at your foes. |
Gleamusher the elm longbow =9 will weapon= Gleamusher the elm longbow =9 will weapon=4.0 Encumbrance T1 longbow 2H weapon [Rare] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +16 acid On-crit, radius 2 +4 mind +16 light While equipped: Stats +11 Con +9 Wil offense ------ Ignore resists +15% acid When Hit 4 acid 6 mind defense ------ Resistance +6% mind Life +36.00 Longbows are used to shoot arrows at your foes. |
Perseverance (31-43 power, 9 apr) Perseverance (31-43 power, 9 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Weapon Damage 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +12.0% Attack Speed 100% On-hit +15 manaburn arcane On Critical: * restore 7 stamina and equilibrium While equipped: defense ------ Spell save +18 (+6 eff.) Confus Resist +30% Stun Resist +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. |
dwarven-steel longsword 'Snowsmasher' (34-48 power, 4 apr) dwarven-steel longsword 'Snowsmasher' (34-48 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Master Weapon Damage 34.0 - 47.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +12 cold While equipped: Stats +8 Str +2 Dex +7 Mag +6 Cun other ------- See Invisibility +15 Sharp, long, and deadly. |
Zubetira the drakeskin leather sling Zubetira the drakeskin leather sling4.0 Encumbrance T5 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Critical Rate +2.0% Attack Speed 100% Range +10 On-ranged-hit +4 blight +16 cold +18 fire While equipped: Stats +2 Mag +4 Con offense ------ Physical Crit +5.0% Damage +13% cold +17% fire Ignore resists +5% physical Accuracy +15 (+3 eff.) other ------- Reload +4 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+14 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Staff of Destruction (20-24 power, 4 apr, cold element) Staff of Destruction (20-24 power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Cold Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+3 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 This unique-looking staff is carved with runes of destruction. |
magewarrior's short dragonbone magestaff (30-36 power, 6 apr, cold element) magewarrior's short dragonbone magestaff (30-36 power, 6 apr, cold element)5.0 Encumbrance T5 staff 1H weapon [Ego+] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +8.0% Spell Crit +9% Physical Power +10 (+2 eff.) Spellpower +22 (+7 eff.) Damage +30% cold Accuracy +7 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blazebringer's voratun steamgun blazebringer's voratun steamgun4.0 Encumbrance T5 steamgun 1H weapon [Ego+] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-crit, radius 2 +52 fire Uses 2.0 Steam While equipped: offense ------ Global Speed +8% Ignore resists +17% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty voratun steamgun of true flight mighty voratun steamgun of true flight4.0 Encumbrance T5 steamgun 1H weapon [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +1 Str offense ------ Physical Crit +14.0% Physical Power +10 (+2 eff.) Accuracy +11 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady voratun steamgun of dampening steady voratun steamgun of dampening4.0 Encumbrance T5 steamgun 1H weapon [Ego] Disrupt/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +4.0% Accuracy +13 (+3 eff.) defense ------ Resistance +13% acid +13% lightning +12% cold +10% fire +5% all Spell save +9 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Brenurekhad the Bleakdream Brenurekhad the Bleakdream1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Cun +4 Mag offense ------ Damage +6% lightning When Hit 2 darkness defense ------ Resistance +6% lightning +6% temporal +6% darkness other ------- See Invisibility +3 A belt that goes around your waist. |
Girdle of Preservation Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+3 eff.) Spell save +15 (+5 eff.) Mind save +15 (+5 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Korokhad the drakeskin leather belt Korokhad the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +11 Dex +11 Cun +10 Lck offense ------ Physical Crit +9.0% Mind Crit +12% Mindpower +5 (+1 eff.) On-Hit (Melee): * 20% chance to reduce armor by 36% defense ------ Resistance +9% acid Mind save +6 (+2 eff.) Stealth +11 Life +55.00 other ------- Disarm Traps +25 Infravision +5 A belt that goes around your waist. |
Loradan =6 mag belt= Loradan =6 mag belt=1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +6 Mag offense ------ Spellpower/crit +8 Damage +12% arcane +6% blight Ignore resists +15% arcane defense ------ Fatigue -7% other ------- Encumbrance +37 Max mana +100.00 Max vim +30.00 A belt that goes around your waist. |
Umbrahash the hardened leather belt Umbrahash the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +11 Str +5 Con offense ------ Mindpower +7 (+2 eff.) Damage +12% darkness Ignore resists +20% darkness defense ------ Resistance +5% arcane Physical save +10 (+2 eff.) other ------- Light +3 A belt that goes around your waist. |
Xerytta the hardened leather belt =6 mag belt= Xerytta the hardened leather belt =6 mag belt=1.0 Encumbrance T3 belt armor [Random Unique] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spell Crit +3% Damage +9% acid +12% arcane defense ------ Armor +17 Resistance +5% arcane Create a temporary shield that absorbs 556 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
drakeskin leather belt 'Adorewen' drakeskin leather belt 'Adorewen'1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Dex +2 Wil +6 Cun +5 Con +9 Lck offense ------ Physical Power +12 (+3 eff.) Mindpower +10 (+3 eff.) Damage +9% mind Ignore resists +10% temporal When Hit 6 mind defense ------ Resistance +13% lightning +13% temporal Physical save +15 (+3 eff.) Stealth +14 other ------- Disarm Traps +19 EQ when Hit +0.12 Infravision +6 Size +1 A belt that goes around your waist. |
rough leather belt of unlife =unlife= rough leather belt of unlife =unlife=1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Cyroseta the linen cloak (1 def, 5 armour) =2 stam per turn= Cyroseta the linen cloak (1 def, 5 armour) =2 stam per turn=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Con offense ------ When Hit 2 acid defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +6% fire +9% nature +10% cold other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+4 eff.) Resistance +0% lightning Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
murderer's kruk cloak of mindcraft (0 def, 0 armour) murderer's kruk cloak of mindcraft (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Master/Psionic While equipped: Stats +2 Dex +3 Wil +5 Cun offense ------ Mind Crit +5% Accuracy +4 (+1 eff.) Ignore Armor +4 A stylish kruk-style cloak, to look awesome. |
Galesmasher the silk robe (7 def, 7 armour) Galesmasher the silk robe (7 def, 7 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +8 Mag offense ------ Damage +35% light +12% cold When Hit 4 lightning 4 cold defense ------ Armor +7 Defense +7 (+1 eff.) Resistance +18% lightning +11% darkness +17% blight +40% light +13% all Life +116.00 Life Regen +4.30 Healmod +26% other ------- Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour) =10 mag chest= The Calm (15 def, 0 armour) =10 mag chest=2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+7 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+3 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
ancient Robe of the Worm (0 def, 0 armour) ancient Robe of the Worm (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +3 Mag offense ------ Damage +9% temporal +10% physical Ignore resists +5% temporal +6% physical defense ------ Resistance +7% all Anomaly Control +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of Angolwen (0 def, 0 armour) ancient elven-silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +11 Mag +5 Wil offense ------ Spellpower +13 (+4 eff.) Spellpower/crit +5 Damage +26% temporal +18% physical Ignore resists +12% temporal +15% physical defense ------ Resistance +15% all Anomaly Control +11 Silence Resist +39% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of power (0 def, 0 armour) ancient elven-silk robe of power (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +10 Mag offense ------ Spellpower +19 (+6 eff.) Damage +20% physical +24% temporal +15% all Ignore resists +11% temporal +10% physical defense ------ Resistance +15% all Anomaly Control +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Ivita' (0 def, 0 armour) elven-silk robe 'Ivita' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Rare] Psionic While equipped: Stats +15 Cun +7 Mag offense ------ Spell Crit +7% Critical power +20.00% Spellpower +39 (+11 eff.) Damage +30% mind On-Hit (Melee): * 26% chance to reduce strength, dexterity, and constitution by 26 defense ------ Resistance +30% mind +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of life (0 def, 0 armour) stormwoven elven-silk robe of life (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Nature While equipped: Stats +6 Str +6 Mag +5 Wil offense ------ Damage +30% lightning +21% physical +12% cold defense ------ Resistance +11% lightning +12% cold +20% blight +15% all Life +100.00 Life Regen +3.80 Healmod +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken Robe of the Worm of power (0 def, 0 armour) timebroken Robe of the Worm of power (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +14 (+5 eff.) Damage +7% temporal +9% arcane +7% all defense ------ Resistance +7% all other ------- Max mana +14.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) =8 mag boots= Aetherwalk (6 def, 0 armour) =8 mag boots=2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+5 eff.) Damage +25% arcane defense ------ Defense +6 (+1 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 202 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. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Glittermalice (0 def, 3 armour) =3 light rad= Glittermalice (0 def, 3 armour) =3 light rad=2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con offense ------ Damage +6% light +3% lightning Ignore resists +15% light When Hit 8 lightning defense ------ Armor +3 Resistance +6% cold Physical save +14 (+3 eff.) Mind save +16 (+5 eff.) other ------- Light +3 A pair of boots made of leather. |
Stormbone (0 def, 5 armour) Stormbone (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Str +8 Con offense ------ Move Speed +25% Damage +10% physical Ignore resists +10% lightning defense ------ Armor +5 Resistance +6% light +6% blight Physical save +3 (+0 eff.) Life Regen +14.83 Healmod +20% Stun Resist +24% other ------- Size +1 A pair of boots made of leather. |
invigorating pair of hardened leather boots of massiveness (0 def, 3 armour) invigorating pair of hardened leather boots of massiveness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Nature/Master While equipped: Stats +6 Str +4 Con offense ------ Move Speed +10% Damage +7% physical defense ------ Armor +3 Fatigue -6% Life +41.00 other ------- Stamina/turn +0.40 Size +1 A pair of boots made of leather. |
invigorating pair of voratun boots of disengagement (0 def, 5 armour) invigorating pair of voratun boots of disengagement (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Nature/Master While equipped: Stats +4 Cun +3 Dex offense ------ Move Speed +10% defense ------ Armor +5 Life +42.00 other ------- Stamina/turn +0.50 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 5.9 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 7 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 210% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots (0 def, 3 armour) pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +3 A pair of boots made of leather. |
Eilinabreba the drakeskin leather gloves (0 def, 6 armour) Eilinabreba the drakeskin leather gloves (0 def, 6 armour)1.0 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Con offense ------ Critical power +5.00% Ignore Shields +20% On-Hit (Melee): * 20% chance to reduce all saves and defense by 35 defense ------ Armor +6 Resistance +3% mind Physical save +22 (+5 eff.) Spell save +8 (+3 eff.) Mind save +18 (+6 eff.) Life +62.00 Life Regen +7.00 Disarm Resist +44% other ------- Stamina/turn +0.70 Mana-on-crit +1.00 Max stamina +36.00 Max vim +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hellsravage (0 def, 3 armour) Hellsravage (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Dex +5 Mag +9 Cun offense ------ On-Hit 11 acid Damage +3% acid Ignore resists +25% acid +20% fire Accuracy +8 (+2 eff.) Ignore Armor +11 When Hit 8 acid defense ------ Armor +3 Fatigue +5% Resistance +5% acid +9% light +8% darkness other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
corrosive voratun gauntlets of dexterity (+4) (0 def, 3 armour) corrosive voratun gauntlets of dexterity (+4) (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ On-Hit 10 acid Damage +7% acid Accuracy +17 (+3 eff.) defense ------ Armor +3 Fatigue +5% Resistance +8% acid 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. |
dwarven-steel gauntlets 'Chalaremnir' (0 def, 2 armour) =6 will 8 mag gloves= dwarven-steel gauntlets 'Chalaremnir' (0 def, 2 armour) =6 will 8 mag gloves=1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +8 Mag +6 Wil offense ------ On-Hit 8 acid 5 fire 6 cold 6 lightning Ignore Shields +20% When Hit 4 blight defense ------ Armor +2 Fatigue +3% Resistance +6% blight Spell save +18 (+6 eff.) other ------- Mana/turn +0.08 Max vim +20.00 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. |
hardened leather gloves 'Adylaith' (0 def, 8 armour) =7 mag gloves= hardened leather gloves 'Adylaith' (0 def, 8 armour) =7 mag gloves=1.0 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +4 Cun +7 Mag offense ------ On-Hit 11 darkness Damage +5% darkness defense ------ Armor +8 Resistance +3% acid +3% mind +23% darkness +13% light Spell save +3 (+1 eff.) Disarm Resist +10% other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 2.5 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 102.88 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arcdredge (3 def, 0 armour) Arcdredge (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +2 Wil offense ------ Mind Crit +5% Critical power +10.00% Spellpower +10 (+3 eff.) Mindpower +10 (+3 eff.) Damage +6% lightning +18% physical +18% darkness +6% blight +18% nature Ignore Shields +10% defense ------ Defense +3 (+0 eff.) Resistance +24% lightning +15% temporal +17% darkness +27% nature +15% physical other ------- Max hate +9.00 A pointy cloth hat, very wizardly... |
Infused Cerebrum (8 def, 0 armour) =10 mag head= Infused Cerebrum (8 def, 0 armour) =10 mag head=2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+4 eff.) Mindpower +12 (+3 eff.) defense ------ Defense +8 (+1 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con defense ------ Armor +15 Fatigue +5% Resistance +20% darkness +20% blight other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Veluwe (0 def, 1 armour) =UNDERWATER= Veluwe (0 def, 1 armour) =UNDERWATER=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +1% physical +8% cold +6% mind +5% arcane Spell save +3 (+1 eff.) Disarm Resist +10% other ------- Breathe water A cap made of leather. |
catburglar's drakeskin leather cap of strength (+5) (0 def, 5 armour) catburglar's drakeskin leather cap of strength (+5) (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +5 Str +6 Dex defense ------ Armor +5 Fatigue +5% Resistance +21% darkness other ------- Infravision +7 A cap made of leather. |
hardened leather cap 'Hettysus' (0 def, 6 armour) hardened leather cap 'Hettysus' (0 def, 6 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con offense ------ Physical Crit +4.0% Critical power +10.00% Ignore resists +5% physical defense ------ Armor +6 Fatigue +3% Resistance +1% physical +8% nature +14% mind Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +17 (+5 eff.) Life +56.00 Healmod +13% Confus Resist +33% other ------- Infravision +2 A cap made of leather. |
hardened leather hat 'Cyrassra' (0 def, 3 armour) hardened leather hat 'Cyrassra' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +6 Dex +4 Wil offense ------ Physical Crit +4.0% Critical power +20.00% Damage +9% physical When Hit 6 acid defense ------ Armor +3 Fatigue +3% Resistance +15% acid Mind save +8 (+2 eff.) other ------- Stamina/turn +3.00 Light +2 A hat made of leather. Very stylish. |
enlightening voratun mail armour (5 def, 10 armour) enlightening voratun mail armour (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego+] Psionic While equipped: Stats +6 Cun +7 Wil defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Mind save +20 (+6 eff.) A suit of armour made of mail. |
prismatic voratun mail armour of thunder (5 def, 10 armour) prismatic voratun mail armour of thunder (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego+] Arcane While equipped: Stats +7 Str +10 Mag +6 Wil offense ------ Physical Crit +7.0% Spell Crit +6% Mind Crit +9% Physical Power +19 (+4 eff.) Spellpower +19 (+6 eff.) Mindpower +18 (+5 eff.) defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +17% lightning +10% light +16% darkness A suit of armour made of mail. |
Bethagana the drakeskin leather armour (36 def, 8 armour) Bethagana the drakeskin leather armour (36 def, 8 armour)9.0 Encumbrance T5 light armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +9 Str +18 Dex +9 Mag +8 Wil +9 Cun +5 Con offense ------ Physical Power +10 (+2 eff.) Move Speed +20% Ignore resists +20% temporal Accuracy +15 (+3 eff.) Ignore Armor +5 defense ------ Armor +8 Defense +36 (+7 eff.) Fatigue +8% Resistance +9% mind Physical save +9 (+2 eff.) Mind save +24 (+8 eff.) Life +64.00 A suit of armour made of leather. |
marauder's hardened leather armour (16 def, 6 armour) marauder's hardened leather armour (16 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats +6 Str +6 Dex defense ------ Armor +6 Defense +16 (+3 eff.) Fatigue +8% Physical save +14 (+3 eff.) A suit of armour made of leather. |
rejuvenating drakeskin leather armour of fire resistance (20 def, 8 armour) rejuvenating drakeskin leather armour of fire resistance (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego] Nature/Master While equipped: defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +22% fire Life Regen +6.40 other ------- Stamina/turn +1.60 A suit of armour made of leather. |
troll-hide drakeskin leather armour (20 def, 8 armour) troll-hide drakeskin leather armour (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Life +51.00 Life Regen +7.50 Healmod +19% A suit of armour made of leather. |
impervious voratun shield (0 def, 17 armour, 64-77 power, 255 block) impervious voratun shield (0 def, 17 armour, 64-77 power, 255 block)7.0 Encumbrance T5 shield armor [Ego+] Master When used to Attack: Weapon Damage 64.5 - 77.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +255 While equipped: Stats +5 Con defense ------ Armor +17 Fatigue +8% Physical save +10 (+2 eff.) other ------- Talents +1 Block Handheld deflection devices. |
scouring voratun shield of crushing (0 def, 10 armour, 76-91 power, 208.5 block) scouring voratun shield of crushing (0 def, 10 armour, 76-91 power, 208.5 block)7.0 Encumbrance T5 shield armor [Ego++] Disrupt/Master When used to Attack: Weapon Damage 75.5 - 90.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +208 On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Con offense ------ Physical Crit +12.0% Physical Power +9 (+2 eff.) On-Hit 21 acid 14 nature On-Hit (Melee): * 15 arcane resource burn When Hit: * 11 arcane resource burn defense ------ Armor +10 Fatigue +8% Resistance +15% acid +15% nature other ------- Talents +1 Block Handheld deflection devices. |
3 agate 3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1416 alchemist agate 1416 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 aquamarine 3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical 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. |
3 topaz 3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Arygawyn the dwarven-steel pickaxe (dig speed 29 turns) Arygawyn the dwarven-steel pickaxe (dig speed 29 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +8 Str +3 Dex offense ------ Physical Crit +2.0% Damage +7% nature +27% physical Ignore resists +20% mind defense ------ Resistance +12% nature other ------- Stamina/turn +2.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 jade 11 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical 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. |
7 turquoise 7 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Obsidianveil Obsidianveil2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Spell Crit +3% Critical power +20.00% Ignore Shields +10% defense ------ Resistance +3% darkness Blind Resist +23% Confus Resist +11% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.12 Light +7 See Stealth +7 See Invisibility +6 Track: Puts all charms on 40 turn cooldown Effective talent level: 5.9 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 40 for 8 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(124 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Blood-Runed Athame Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Telos's Staff Crystal Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 Item imbue powers: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
9 bloodstone 9 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 fire opal 13 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 202/400 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. |
amazing healing salve [power 584] amazing healing salve [power 584]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 53% cooldown modifier. Heal 584 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing pain suppressor salve [power 511] amazing pain suppressor salve [power 511]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 53% cooldown modifier. Let you fight up to -511 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Glacierlash (16/16, 41-49 power, 3 apr) Glacierlash (16/16, 41-49 power, 3 apr)3.0 Encumbrance T3 shot ammo [Random Unique] Nature/Master/Psionic Weapon Damage 41.0 - 49.2 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +14.0% Capacity 16 On-ranged-hit +20 cold +10 physical On-Hit, radius 1 +16 cold On-crit, radius 2 +12 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 231 physical damage * 20% chance to create vines that bind the target to the ground dealing 231 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of annihilation (22/22, 56-68 power, 11 apr) barbed pouch of stralite shots of annihilation (22/22, 56-68 power, 11 apr)3.0 Encumbrance T4 shot ammo [Ego++] Master Weapon Damage 56.5 - 67.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +11 Critical Rate +17.5% Capacity 22 Projectile Speed +200% On Critical: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
inquisitor's pouch of voratun shots (23/23, 56-67 power, 6 apr) inquisitor's pouch of voratun shots (23/23, 56-67 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego+] Disrupt Weapon Damage 56.0 - 67.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 23 On Critical: * Deals 99 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
pouch of voratun shots of crippling (23/23, 52-63 power, 6 apr) pouch of voratun shots of crippling (23/23, 52-63 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego+] Master Weapon Damage 52.5 - 63.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +17.0% Capacity 23 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
amazing second skin amazing second skin0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel back support dwarven steel back support0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Fatigue -12% other ------- Encumbrance +30 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grip dwarven steel grip0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +80% other ------- Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strap dwarven steel grounding strap0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +18% lightning Stun Resist +30% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel kinetic stabiliser dwarven steel kinetic stabiliser0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +9 (+2 eff.) Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulator dwarven steel mental stimulator0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun defense ------ Mind save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachment dwarven steel spike attachment0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 30 physical defense ------ Armor +12 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
great second skin great second skin0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +8.00 Poison Resist +60% Disease Resist +60% Cut Resist +60% Tinkers can be attached to normal items to improve them with steam power! |
mastercraft head lamp mastercraft head lamp0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +16 (+3 eff.) other ------- Light +6 Tinkers can be attached to normal items to improve them with steam power! |
perfect thunderclap coating perfect thunderclap coating0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
powerful second skin powerful second skin0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +6.00 Poison Resist +50% Disease Resist +50% Cut Resist +50% Tinkers can be attached to normal items to improve them with steam power! |
stralite grip stralite grip0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +90% other ------- Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap stralite grounding strap0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +24% lightning Stun Resist +40% Tinkers can be attached to normal items to improve them with steam power! |
stralite spike attachment stralite spike attachment0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 40 physical defense ------ Armor +16 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
well-made ablative armour well-made ablative armour0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +6 Crit Resistance 21.00% Tinkers can be attached to normal items to improve them with steam power! |
well-made flash powder well-made flash powder0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +3 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp well-made head lamp0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +9 (+2 eff.) other ------- Light +5 Tinkers can be attached to normal items to improve them with steam power! |
Deepsobeisance the iron torque of mindblast [power 105] (15 cooldown) Deepsobeisance the iron torque of mindblast [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Physical Power +20 (+5 eff.) Damage +15% mind Ignore Armor +3 When Hit 4 darkness defense ------ Defense +10 (+2 eff.) Physical save +3 (+0 eff.) Blast the opponent's mind dealing 124 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Sunfoe [power 51] (25 cooldown) Sunfoe [power 51] (25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +4 Dex +11 Con offense ------ Physical Crit +2.0% Ignore resists +20% physical Accuracy +10 (+2 eff.) defense ------ Resistance +9% fire Physical save +12 (+3 eff.) Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive steel torque of clear mind [power 2] (25 cooldown) evasive steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of gale force [power 105] (15 cooldown) soothing iron torque of gale force [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 201 physical damage Puts all charms on 15 turn cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Xunn' [power 51] (25 cooldown) =4 MAG TORQUE= steel torque of psionic shield 'Xunn' [power 51] (25 cooldown) =4 MAG TORQUE=2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +4 Mag defense ------ Resistance +12% fire Cut Resist +20% other ------- EQ when Hit +0.08 Hate-on-crit +2.00 Infravision +3 Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
voratun torque of gale force 'Chillzephyr' [power 475] (15 cooldown) voratun torque of gale force 'Chillzephyr' [power 475] (15 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Mindpower +20 (+5 eff.) Damage +18% mind When Hit 10 cold defense ------ Resistance +9% blight +21% darkness Spell save +12 (+4 eff.) other ------- Max psi +40.00 Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 907 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Turyfang [power 194] (15 cooldown) Turyfang [power 194] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +5 Str +5 Dex +2 Mag other ------- Light +3 Sting an enemy dealing 211 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Duathelnaught' [power 308] (15 cooldown) =300 heal totem= yew totem of healing 'Duathelnaught' [power 308] (15 cooldown) =300 heal totem=2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +6% darkness Ignore resists +5% darkness +25% mind On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 35 defense ------ Resistance +12% darkness Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heal yourself and all friendly characters within 10 spaces for 308 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Adalle the Ashnaught [power 440] (20 cooldown) =450 shield= Adalle the Ashnaught [power 440] (20 cooldown) =450 shield=2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +9% mind +6% fire Ignore resists +15% fire defense ------ Resistance +6% mind +9% fire other ------- Wards +5 acid +6 fire +4 darkness +4 mind Talents +1 Ward Create a shield absorbing up to 440 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Runiromihell the Charburst [power 440] (20 cooldown) Runiromihell the Charburst [power 440] (20 cooldown)2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: Stats +1 Cun +9 Con offense ------ Damage +3% fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 35 defense ------ Resistance +6% mind other ------- Light +2 Wards +5 blight +5 temporal +6 nature +6 darkness Talents +1 Ward Create a shield absorbing up to 440 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 27% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond Resonating Diamond0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
14 diamond 14 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 moonstone 15 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
21 pearl 21 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By 621 the Halfling Skirmisher level 34
58th Dusk 123rd year of Ascendancy at 10:00 see stats
By 621 the Halfling Skirmisher level 50
18th Pyre 124th year of Ascendancy at 23:53 see stats
By 621 the Halfling Skirmisher level 33
22nd Dusk 123rd year of Ascendancy at 12:04 see stats
By 621 the Halfling Skirmisher level 50
35th Haze 124th year of Ascendancy at 21:07 see stats
By 621 the Halfling Skirmisher level 50
27th Haze 124th year of Ascendancy at 14:58 see stats
By 621 the Halfling Skirmisher level 37
73rd Dusk 123rd year of Ascendancy at 12:43 see stats
By 621 the Halfling Skirmisher level 10
7th Flare 122nd year of Ascendancy at 05:20 see stats
By 621 the Halfling Skirmisher level 36
64th Dusk 123rd year of Ascendancy at 15:07 see stats
By 621 the Halfling Skirmisher level 34
45th Dusk 123rd year of Ascendancy at 23:47 see stats
By 621 the Halfling Skirmisher level 33
22nd Dusk 123rd year of Ascendancy at 16:33 see stats
By 621 the Halfling Skirmisher level 22
50th Haze 122nd year of Ascendancy at 18:46 see stats
By 621 the Halfling Skirmisher level 32
14th Dusk 123rd year of Ascendancy at 22:25 see stats
By 621 the Halfling Skirmisher level 26
43rd Pyre 123rd year of Ascendancy at 14:11 see stats
By 621 the Halfling Skirmisher level 50
64th Dusk 124th year of Ascendancy at 15:12 see stats
By 621 the Halfling Skirmisher level 50
35th Haze 124th year of Ascendancy at 22:10 see stats
By 621 the Halfling Skirmisher level 10
7th Flare 122nd year of Ascendancy at 05:18 see stats
By 621 the Halfling Skirmisher level 20
19th Haze 122nd year of Ascendancy at 14:54 see stats
By 621 the Halfling Skirmisher level 30
79th Pyre 123rd year of Ascendancy at 01:07 see stats
By 621 the Halfling Skirmisher level 40
68th Haze 123rd year of Ascendancy at 15:01 see stats
By 621 the Halfling Skirmisher level 50
78th Regrowth 124th year of Ascendancy at 08:10 see stats
By 621 the Halfling Skirmisher level 50
19th Pyre 124th year of Ascendancy at 21:11 see stats
By 621 the Halfling Skirmisher level 47
15th Regrowth 124th year of Ascendancy at 23:34 see stats
By 621 the Halfling Skirmisher level 20
44th Haze 122nd year of Ascendancy at 03:24 see stats
By 621 the Halfling Skirmisher level 24
66th Haze 122nd year of Ascendancy at 11:32 see stats
By 621 the Halfling Skirmisher level 16
60th Dusk 122nd year of Ascendancy at 20:37 see stats
By 621 the Halfling Skirmisher level 36
69th Dusk 123rd year of Ascendancy at 12:58 see stats
By 621 the Halfling Skirmisher level 50
1st Time of Equilibrium 124th year of Ascendancy at 05:17 see stats
By 621 the Halfling Skirmisher level 7
2nd Mirth 122nd year of Ascendancy at 04:58 see stats
By 621 the Halfling Skirmisher level 50
1st Time of Equilibrium 124th year of Ascendancy at 05:17 see stats
By 621 the Halfling Skirmisher level 46
15th Regrowth 124th year of Ascendancy at 00:21 see stats
By 621 the Halfling Skirmisher level 29
67th Pyre 123rd year of Ascendancy at 14:08 see stats
By 621 the Halfling Skirmisher level 27
62nd Pyre 123rd year of Ascendancy at 19:00 see stats
By 621 the Halfling Skirmisher level 30
1st Flare 123rd year of Ascendancy at 17:18 see stats
By 621 the Halfling Skirmisher level 10
10th Dusk 122nd year of Ascendancy at 18:51 see stats
By 621 the Halfling Skirmisher level 39
63rd Haze 123rd year of Ascendancy at 15:06 see stats
By 621 the Halfling Skirmisher level 27
62nd Pyre 123rd year of Ascendancy at 13:54 see stats
By 621 the Halfling Skirmisher level 24
58th Haze 122nd year of Ascendancy at 20:41 see stats
By 621 the Halfling Skirmisher level 17
71st Dusk 122nd year of Ascendancy at 22:32 see stats
By 621 the Halfling Skirmisher level 32
21st Dusk 123rd year of Ascendancy at 02:15 see stats