











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Alchemist Notifications 1.7.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) 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 | Normal Adventure |
| Sex | Male |
| Race | Krog |
| Class | Bulwark |
| Level / Exp | 40 / 97% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded 7 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 138 (base 55) |
| Dexterity | 60 (base 37) |
| Constitution | 73 (base 45) |
| Magic | 20 (base 10) |
| Willpower | 71 (base 35) |
| Cunning | 43 (base 19) |
Resources
| Life | 1969/1969 |
| Psi | 161/161 |
| Stamina | 320/320 |
| Equilibrium | 30 |
| Healing Factor | 1.7907458214729 |
| Regeneration | 50.974356150167 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 161 |
| Accuracy | 59 |
| Crit Chance | 12% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Cold | +35% |
| Darkness | +24% |
| Blight | +23% |
| Physical | +3% |
| Mind | +18% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +20% |
| Lightning | +35% |
| Cold | +15% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 113.52642135046 (89.749889547741%) |
| Defense | 41 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 53 |
| Mental Save | 44 |
Defense: Resistances
| Lightning | + 58%( 70%) |
| Physical | + 17%( 70%) |
| Nature | + 26%( 70%) |
| Fire | + 62%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 50%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 59% |
| Bleed Resistance | 50% |
| Confusion Resistance | 10% |
| Disarm Resistance | 35% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 39% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 729 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1037% 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. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
| talent | Antimagic Shield |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
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 |
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Borfast the Broken. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the lost tinker from death by snow giant boulder thrower. Escort: lost tinker (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by Silonor the cave troll. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 456. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of serendipity 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. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc 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. |
| Light source | Chargeream1.0 T3 lite [Rare] Master While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +6% lightning +15% blight Res.pen +25% lightning +10% arcane +10% all Apr +8 Melee Ret 2 lightning ----- def ----- Resists +3% nature ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | miner's drakeskin leather cap of the bounder (0 def, 7 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +6 Str +7 Dex ----- def ----- Armour +7 Fatigue +5% ---------- misc Infravis +2 Skullcr.mult +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 419.4 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | heroic voratun gauntlets of the juggernaut (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Con ----- def ----- Armour +8 Fatigue +5% Phys.save +28 (+7 eff.) Spell.save +7 (+2 eff.) Mind.save +20 (+7 eff.) Max.HP +40.00 Disarm- +35% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +4 Apr +15 Crit +10.0% Atk.spd 83% Melee+ +16 physical On Hit: 10% Juggernaut 1 On Hit: 10% Battle Shout 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | overpowered elven-wood totem of healing [power 632] (20 cooldown)2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 632 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | sneakthief's gold ring of life0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +9 (+3 eff.) ----- def ----- Max.HP +60.00 HP.reg +10.00 Heal.mod +13% Rings make your fingers look great! |
| On fingers | Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 I Can Carry The World! You have set the ring to grant you I Can Carry The World!! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| Around neck | steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 306 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | enhanced stralite mace of enduring (36-50 power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Nature Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Str +6 Dex +7 Mag +15 Wil +7 Cun +18 Con ----- def ----- Max.HP +58.00 Blunt and deadly. |
| Around waist | hardened leather belt 'Daimyhad'1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +3% physical ----- def ----- Armour +8 Resists +2% physical Crit.dmg- 15.00% Phys.save +15 (+4 eff.) Spell.save +10 (+3 eff.) ---------- misc Max.hate +6.00 Size +1 A belt that goes around your waist. |
| In off hand | Fire Dragon Shield (16 def, 9 armour, 58-70 power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- Melee Ret 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. ----- def ----- Armour +9 Defense +16 (+6 eff.) Rng.Def +15 (+5 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
| Cloak | Voidbiter the cashmere cloak (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +18% mind +24% darkness ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +18% cold ---------- misc Psi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tundrastriker the stralite plate armour (0 def, 28 armour)17.0 T4 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Mind.crit +5% Crit.mult +10.00% Mind.pwr +15 (+5 eff.) Res.pen +5% cold ----- def ----- Armour +28 Fatigue +22% Resists +3% cold +20% fire Max.HP +56.00 HP.reg +7.00 Heal.mod +16% ---------- misc Hate/m.crit +3.00 A suit of armour made of metal plates. |
Inventory
healing infusion of the psychic (heal 182; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 182 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 139; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 139 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 133; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 133 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -288; dur 6; cd 27)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -288 life. The duration and life will increase by 1% for every 1% life you have lost (currently 288 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -240; dur 7; cd 29)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -240 life. The duration and life will increase by 1% for every 1% life you have lost (currently 240 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 688%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 688% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 60; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 60 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 (heal 295; 15 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 295 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 psychic (heal 427; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 427 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 732; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 732 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. |
regeneration infusion of the wizard (heal 128; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 128 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 140; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 140 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; physical; dur 3; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 32%; magical; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 33%; physical; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 33% 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. |
wild infusion of the wizard (res 23%; physical; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. This item has been sent to the Item's Vault. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 200 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Aryriatta the stralite amulet0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% arcane Res.pen +20% arcane ----- def ----- Armour +6 Defense +9 (+3 eff.) Res.Cap +5% all Phys.save +15 (+4 eff.) ---------- misc Mana/turn +0.16 Max.mana +80.00 Max.vim +20.00 Amulets make your neck look great! |
Emelileravena the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% acid Res.pen +5% acid Melee Ret 8 arcane ----- def ----- Resists +12% lightning +9% acid Stun/Frz- +27% Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. This item has been sent to the Item's Vault. |
a necklace with fangs0.1 T2 amulet jewelry [Unique] Unknown |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. This item has been sent to the Item's Vault. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying steel amulet of willpower (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +12% mind Confus- +26% Amulets make your neck look great! |
clarifying stralite amulet of constitution (+4)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +13% mind Confus- +34% Amulets make your neck look great! |
clarifying voratun amulet of willpower (+6)0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +6 Wil ----- def ----- Resists +19% mind Confus- +28% Amulets make your neck look great! |
cleansing copper amulet0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +11% nature +10% blight Poison- +21% Disease- +23% Amulets make your neck look great! |
copper amulet of mastery (0.11 Technique / Warcries)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Technique/Warcries Amulets make your neck look great! |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
mindweaver's stralite amulet0.1 T4 amulet jewelry [Ego+] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +9 (+3 eff.) ----- def ----- Mind.save +8 (+3 eff.) Confus- +22% Amulets make your neck look great! |
serendipitous steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature While equipped: Stats +9 Lck dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Unseen.red 12% Blind- +14% ---------- misc Infravis +4 Sight +2 See.Invis +6 Amulets make your neck look great! |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +20% Amulets make your neck look great! |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +10% darkness Blind- +20% Amulets make your neck look great! |
starlit steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% light +12% darkness Blind- +24% Amulets make your neck look great! |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet of vision0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +16% ---------- misc Infravis +2 Sight +2 See.Invis +6 Amulets make your neck look great! |
voratun amulet 'Dazzlewyrd'0.1 T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Wil +6 Con dps ---------- Mind.pwr +13 (+4 eff.) Dmg.mod +6% darkness Melee Ret 8 light ----- def ----- Resists +15% lightning +9% light Mind.save +14 (+5 eff.) Confus- +19% Stun/Frz- +38% Amulets make your neck look great! |
warrior's gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Blindtaint0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +6 Con dps ---------- Phys.pwr +28 (+7 eff.) Spell.pwr +9 (+4 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +9% light Res.pen +25% light On Hit (Melee): * 20% chance to reduce damage dealt by 24% ---------- misc Max.stam +30.00 Light +3 Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 19.63 You won the Ring of Blood trial, and this is your reward. |
Frostbiter0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +5 Dex +9 Wil +2 Con dps ---------- Dmg.mod +6% cold ----- def ----- Resists +6% blight Mind.save +10 (+4 eff.) ---------- misc Infravis +3 Rings make your fingers look great! |
Gudunatir the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +1 Str +3 Dex dps ---------- Phys.crit +2.0% Mind.crit +2% Dmg.mod +15% fire ----- def ----- Resists +12% blight +30% fire ---------- misc Psi/ret +0.12 Hate/m.crit +2.00 Max.stam +10.00 Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 23.12 cold and 17.64 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gladiator's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Acc +7 (+2 eff.) Apr +10 ----- def ----- Defense +10 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gladiator's stralite ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +10 (+2 eff.) Rings make your fingers look great! |
gladiator's stralite ring of fire (+30%)0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% fire ----- def ----- Resists +30% fire Rings make your fingers look great! |
gladiator's stralite ring of perseverance0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +28% Rings make your fingers look great! |
gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +3.00 Stun/Frz- +25% Rings make your fingers look great! |
marksman's gold ring of lightning (+26%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +13% lightning Acc +8 (+2 eff.) ----- def ----- Resists +26% lightning Rings make your fingers look great! |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
marksman's stralite ring of nature (+28%)0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +8 Dex dps ---------- Dmg.mod +14% nature Acc +16 (+4 eff.) ----- def ----- Resists +28% nature Rings make your fingers look great! |
mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +23 Rings make your fingers look great! |
savage's stralite ring of frost (+24%)0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Spell.save +13 (+4 eff.) ---------- misc Max.stam +29.00 Rings make your fingers look great! |
savior's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +9 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +13 (+5 eff.) Confus- +24% Rings make your fingers look great! |
solipsist's stralite ring of misery0.1 T4 ring jewelry [Ego++] Psionic While equipped: Stats +11 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 17 physical Ranged+ 16 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 29 On Hit (Ranged): * 16% chance to reduce all saves and defense by 29 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.2 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great! |
solipsist's stralite ring of speed0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun +6 Wil dps ---------- Mind.pwr +9 (+3 eff.) Mov.spd +22% Acc +9 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) Blinding Speed: (Instant) Puts all charms on 40 cooldown Level 3.9 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of misery0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 5 physical Ranged+ 8 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 29 On Hit (Ranged): * 11% chance to reduce all saves and defense by 29 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite ring 'Curesteel'0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +20% mind Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Resists +6% nature Mind.save +22 (+8 eff.) ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
titan's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +6 (+1 eff.) Rings make your fingers look great! |
titan's gold ring of tenacity0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Max.HP +31.00 Disarm- +24% Pinning- +26% Knockbk- +22% Rings make your fingers look great! |
titan's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+2 eff.) Max.HP +53.00 HP.reg +8.00 Heal.mod +14% Rings make your fingers look great! |
voratun ring of misery0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun dps ---------- Melee+ 20 physical Ranged+ 11 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 29 On Hit (Ranged): * 15% chance to reduce all saves and defense by 29 ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
Khulmanar's Wrath (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 213.37 fire damage, and flames will be left dealing a further 49.88 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Drosus (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Nature/Master Power 18.0 - 23.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 41 cold damage (1/turn) While equipped: Stats +6 Str +4 Dex +6 Mag +3 Wil +4 Cun +3 Con dps ---------- Dmg.mod +5% cold Res.pen +9% cold ----- def ----- Crit.dmg- 5.00% ---------- misc Infravis +3 See.Invis +12 Sharp, short and deadly. |
Life Drinker (42-55 power, 11 apr)1.0 T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+6 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 6.46 acid and 7.95 blight damage. If not cleared after five turns it will inflict 45.14 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (40-52 power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 35% Dex, 30% Cun, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Yvorerin (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +10 Con +8 Wil ----- def ----- Resists +6% acid +2% physical +5% arcane +6% light Spell.save +9 (+3 eff.) Die.at -40.00 life Max.HP +38.00 Disease- +20% Sharp, short and deadly. |
stralite dagger 'Polessra' (39-51 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Nature/Master Power 39.0 - 50.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +14 acid +17 nature While equipped: Stats +11 Con +6 Wil dps ---------- Dmg.mod +3% acid Res.pen +13% acid +13% nature Apr +7 ----- def ----- Resists +9% blight +3% fire +3% nature +6% darkness Max.HP +70.00 Sharp, short and deadly. |
Corpathus (40-56 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +13.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +14.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Perseverance (31-43 power, 9 apr)3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+6 eff.) Confus- +30% Stun/Frz- +10% ---------- misc Masteries +0.00(-) Race/Krog 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. |
warbringer's stralite longsword of massacre (47-66 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Master Power 47.0 - 65.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +9% physical ----- def ----- Disarm- +18% Sharp, long, and deadly. |
arcing stralite mace of torment (36-50 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Arcane/Psionic Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 41 damage Blunt and deadly. |
enhanced stralite mace of disruption (36-50 power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Nature/Disrupt Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Against +7% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +8 Str +7 Dex +7 Mag +8 Wil +7 Cun +5 Con Blunt and deadly. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
Whip of Urh'Rok (55-60 power, 0 apr)3.0 T5 whip 1H weapon [Unique] Arcane Power 55.0 - 60.5 Devouring flames Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+7 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Kuroddaldil the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Melee Ret 2 mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +20 (+7 eff.) Resists +5% fire +6% cold Disease- +20% A belt that goes around your waist. |
grounding rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Nature While equipped: ----- def ----- Fatigue -5% Resists +6% lightning +6% temporal ---------- misc Max.enc +23 A belt that goes around your waist. |
nightruned hardened leather belt of shielding1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Armour +5 Resists +7% light +5% darkness Create a temporary shield that absorbs 215 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +17% Summoned ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
Rharach the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +1 Wil +5 Cun +3 Con dps ---------- Dmg.mod +16% lightning +9% mind ----- def ----- Resists +24% lightning +11% all ---------- misc Infravis +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+7 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
dreamer's pair of voratun boots of disengagement (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Dex +4 Wil +6 Cun ----- def ----- Armour +5 Fatigue +4% Phys.save +9 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +12 (+4 eff.) Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Kindlestreaker' (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% blight +18% fire Res.pen +20% fire Melee Ret 10 blight 10 fire On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Armour +5 Fatigue -4% Resists +9% fire Phys.save +13 (+3 eff.) ---------- misc Max.enc +46 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Cun, 40% Str, 20% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Goromas the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +10.00% Res.pen +15% acid Acc +39 (+10 eff.) Apr +2 ----- def ----- Armour +2 Fatigue +3% ---------- misc Max.psi +10.00 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +14.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Ragudevon the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Mind.crit +6% Crit.mult +15.00% Mind.pwr +10 (+3 eff.) Melee+ 8 mind Dmg.mod +9% mind Res.pen +10% acid ----- def ----- Armour +2 Resists +7% mind Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 mind On Hit: 20% Psychic Lobotomy 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Smoldermoon the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +6 Dex dps ---------- Res.pen +10% fire Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +9% nature Die.at -40.00 life Disease- +20% Silence- +20% Unarmed combat: Power 17.5 - 24.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +8 Apr +16 Crit +8.0% Atk.spd 83% On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+6 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
brawler's voratun gauntlets of the juggernaut (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +4 Dex +3 Cun +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +21 (+5 eff.) Spell.save +5 (+1 eff.) Mind.save +5 (+2 eff.) Disarm- +25% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 29.0 - 40.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +8 Apr +15 Crit +18.0% Atk.spd 83% Melee+ +21 physical On Hit: 10% Juggernaut 1 On Hit: 10% Set Up 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 7 acid Dmg.mod +4% acid Acc +4 (+1 eff.) Apr +6 ----- def ----- Armour +2 Fatigue +3% Resists +7% blight +6% acid Spell.save +11 (+3 eff.) Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +16 Crit +8.0% Atk.spd 83% On Crit.r2 +5 acid On Hit: 10% Corrosive Breath 3 On Hit: * 12% chance to slow global speed by 57% * 18% chance to reduce armor by 24% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of sorrow (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Melee+ 15 mind 13 darkness On Hit (Melee): * 13% chance to reduce all saves and defense by 29 ----- def ----- Armour +2 Fatigue +3% Mind.save -9 (-3 eff.) Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Reproach 3 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
sand voratun gauntlets of the nighthunter (0 def, 10 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 11 physical Dmg.mod +8% physical Acc +9 (+3 eff.) ----- def ----- Armour +10 Fatigue +5% Resists +10% darkness ---------- misc Infravis +2 Unarmed combat: Power 29.5 - 41.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +14 Apr +15 Crit +17.0% Atk.spd 83% Melee+ +19 darkness On Hit.r1 +9 physical On Crit.r2 +8 physical On Hit: 10% Sand Breath 5 On Crit: 10% Dominate 5 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Blackedge (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +16% light +6% temporal Res.pen +10% darkness +5% temporal Melee Ret 6 darkness ----- def ----- Defense +2 (+1 eff.) Resists +30% light +12% darkness A pointy cloth hat, very wizardly... |
Blindidol the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +4 Wil +3 Cun +2 Con dps ---------- Dmg.mod +6% darkness ----- def ----- Defense +2 (+1 eff.) Resists +6% darkness Phys.save +7 (+2 eff.) A pointy cloth hat, very wizardly... |
Hazenigh the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun +9 Wil dps ---------- Mind.crit +4% Mind.pwr +7 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +3% cold +9% fire +6% light +5% arcane Phys.save +8 (+2 eff.) ---------- misc Psi/turn +0.13 A pointy cloth hat, very wizardly... |
Malslek the Accursed's Hat (2 def, 0 armour)2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+5 eff.) Mind.pwr +15 (+5 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Sunhacker (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Defense +2 (+1 eff.) Resists +7% lightning +6% temporal Crit.dmg- 15.00% ---------- misc Infravis +3 See.Invis +6 A pointy cloth hat, very wizardly... |
bladed hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +8 Str +4 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcr.mult +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 419.4 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
bladed voratun helm of dexterity (+5) (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +4 Dex ----- def ----- Armour +5 Fatigue +5% Skullcr.mult +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 419.4 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Blastward' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +17% nature +15% fire ----- def ----- Defense +3 (+1 eff.) Resists +3% lightning +3% acid +5% arcane +30% fire +25% nature +14% cold Spell.save +18 (+6 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap 'Runitokhad' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Dex +2 Mag +8 Wil +4 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Armour +3 Fatigue +3% Resists +15% acid A cap made of leather. |
insulating voratun helm of the depths (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +10% fire +18% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sanguine Shield (0 def, 15 armour, 40-48 power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 40.0 - 48.0 Physical Uses 120% Str Acc+ +2.0% proc dam (max 200%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
exposing stralite shield of temporal resistance (+13%) (0 def, 8 armour, 44-53 power, 147.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Nature/Psionic When used to Attack: Power 44.5 - 53.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +148 While equipped: dps ---------- On Hit (Melee): * 11% chance to reduce all saves and defense by 29 On Melee Ret: * 18% chance to reduce all saves and defense by 29 * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Fatigue +8% Resists +13% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
395 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
9 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe 'Yvutira' (dig speed 5 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +3 Str dps ---------- Spell.crit +3% Crit.mult +16.00% Phys.pwr +8 (+2 eff.) Spell.pwr +15 (+7 eff.) Res.pen +10% arcane Phasing +20% Acc +15 (+4 eff.) Apr +7 ----- def ----- Phys.save +6 (+1 eff.) Max.HP +29.00 ---------- misc Max.stam +15.00 Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
10 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Branarin1.0 T3 lite [Random Unique] Arcane/Master While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +12% blight +9% temporal Phasing +10% Melee Ret 15 fire ----- def ----- Resists +7% fire Blind- +28% Confus- +17% ---------- misc Light +10 See.Stealth +11 See.Invis +10 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+6 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 17.82 cold damage and 13.59 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(127 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
piercing alchemist's lamp1.0 T3 lite [Ego+] Master While equipped: dps ---------- Res.pen +7% all Apr +7 ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
38 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 322/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 280.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
extending voratun torque of clear mind [power 4] (25 cooldown)2.0 T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Increase 1 buffs' duration by 2. Torques are made by powerful psionics to store psionic powers. |
extending voratun torque of mindblast [power 375] (15 cooldown)2.0 T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 442 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Increase 2 buffs' duration by 2. Torques are made by powerful psionics to store psionic powers. |
Gilysanik [power 302] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Resists +5% arcane +6% cold Phys.save +15 (+4 eff.) Max.HP +60.00 Knockbk- +20% ---------- misc Infravis +2 Sting an enemy dealing 302 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Gain 21% evasion for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of summon tentacle [power 320] (25 cooldown)2.0 T4 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 870 Base Damage: 389 Armor: 11 All Resist: 8 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
evasive elven-wood totem of stinging [power 434] (15 cooldown)2.0 T4 totem charm [Ego] Nature Sting an enemy dealing 434 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Gain 24% evasion for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful elven-wood totem of summon tentacle [power 295] (25 cooldown)2.0 T4 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 682 Base Damage: 326 Armor: 16 All Resist: 9 Puts all charms on 25 cooldown Dmg.mod: + 18% all for 2 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Runezilagen [power 560] (20 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +9% physical Acc +15 (+4 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% temporal Phys.save +6 (+1 eff.) Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Dabhen the Krog Bulwark level 26
19th Dusk 123rd year of Ascendancy at 15:15 see stats
Against all odds
Killed Ukruk in the ambush.By Dabhen the Krog Bulwark level 25
17th Dusk 123rd year of Ascendancy at 21:47 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Dabhen the Krog Bulwark level 19
12nd Pyre 123rd year of Ascendancy at 13:31 see stats
Arachnophobia
Destroyed the spydric menace.By Dabhen the Krog Bulwark level 30
75th Haze 123rd year of Ascendancy at 02:48 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Dabhen the Krog Bulwark level 33
56th Pyre 124th year of Ascendancy at 21:11 see stats
Brave new world
Went to the Far East and took part in the war.By Dabhen the Krog Bulwark level 29
5th Haze 123rd year of Ascendancy at 14:53 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dabhen the Krog Bulwark level 16
10th Regrowth 123rd year of Ascendancy at 00:16 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Dabhen the Krog Bulwark level 38
31st Haze 124th year of Ascendancy at 10:54 see stats
Destroyer of the creation
Killed Slasul.By Dabhen the Krog Bulwark level 37
23rd Haze 124th year of Ascendancy at 14:56 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Dabhen the Krog Bulwark level 27
28th Dusk 123rd year of Ascendancy at 19:39 see stats
Exterminator
Killed 1000 creatures.By Dabhen the Krog Bulwark level 16
2nd Allure 123rd year of Ascendancy at 06:15 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dabhen the Krog Bulwark level 19
12nd Pyre 123rd year of Ascendancy at 14:17 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Dabhen the Krog Bulwark level 37
23rd Haze 124th year of Ascendancy at 06:29 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dabhen the Krog Bulwark level 21
78th Pyre 123rd year of Ascendancy at 20:12 see stats
Level 10
Got a character to level 10.By Dabhen the Krog Bulwark level 10
28th Dusk 122nd year of Ascendancy at 07:00 see stats
Level 20
Got a character to level 20.By Dabhen the Krog Bulwark level 20
30th Pyre 123rd year of Ascendancy at 02:00 see stats
Level 30
Got a character to level 30.By Dabhen the Krog Bulwark level 30
74th Haze 123rd year of Ascendancy at 20:48 see stats
Level 40
Got a character to level 40.By Dabhen the Krog Bulwark level 40
49th Haze 124th year of Ascendancy at 00:54 see stats
Poisonous
Sided with the assassin lord.By Dabhen the Krog Bulwark level 20
49th Pyre 123rd year of Ascendancy at 04:58 see stats
Size matters
Did over 600 damage in one attack.By Dabhen the Krog Bulwark level 35
3rd Haze 124th year of Ascendancy at 20:20 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Dabhen the Krog Bulwark level 28
79th Dusk 123rd year of Ascendancy at 02:41 see stats
The Arena
Unlocked Arena mode.By Dabhen the Krog Bulwark level 8
10th Mirth 122nd year of Ascendancy at 15:23 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Dabhen the Krog Bulwark level 40
50th Haze 124th year of Ascendancy at 08:15 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Dabhen the Krog Bulwark level 31
34th Pyre 124th year of Ascendancy at 18:52 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Dabhen the Krog Bulwark level 30
48th Regrowth 124th year of Ascendancy at 01:45 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dabhen the Krog Bulwark level 20
33rd Pyre 123rd year of Ascendancy at 00:20 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Dabhen the Krog Bulwark level 24
17th Dusk 123rd year of Ascendancy at 03:31 see stats
Log
Saving done.
Saving game...
You cannot do that on the world map.
Saving done.
Today is the 52nd Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:16.
Today is the 53rd Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
Today is the 54th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
Today is the 55th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
Today is the 56th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
Today is the 57th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.
Today is the 58th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:23.
There is a Gates of Morning (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.

























































































































































