
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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.
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. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Berserker |
| Level / Exp | 34 / 35% |
| Size | gargantuan |
| Lifes / Deaths | Killed by elven cultist at level 33 on the 16th Dusk 123rd year of Ascendancy at 06:56 / 2Killed by Arima the orc cryomancer at level 34 on the 47th Dusk 123rd year of Ascendancy at 01:00 |
Primary Stats
| Strength | 166 (base 60) |
| Dexterity | 15 (base 11) |
| Constitution | 78 (base 60) |
| Magic | 12 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 35 (base 23) |
Resources
| Life | -314/1425 |
| Stamina | 69/269 |
| Steam | 100/100 |
| Healing Factor | 1.8525372656298 |
| Regeneration | 43.845012759982 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 6 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 338 |
| Accuracy | 41 |
| Crit Chance | 32% |
| APR | 44 |
| Speed | 1.09 |
Offense: Offhand
| Damage | 29 |
| Accuracy | 41 |
| Crit Chance | 31% |
| APR | 30 |
| Speed | 0.73 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| Physical | +30% |
| Nature | +8% |
| All | 0% |
Offense: Damage Penetration
| Physical | +8% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 26 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 39 |
| Mental Save | 28 |
Defense: Resistances
| Lightning | + 24%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 36%( 70%) |
| Darkness | + 24%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 32%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
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 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 1. | 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. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed ritch stinger. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed bloated horror heart. * You've found the needed snow giant kidney. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Gunohor' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +4 Wil offense ------ Spell Crit +2% Spellpower +10 (+5 eff.) Mindpower +6 (+3 eff.) Ignore resists +8% physical defense ------ Armor +3 Resistance +15% nature +1% physical Crit Resistance 5.00% Life Regen +4.00 Disease Resist +20% other ------- Mana/turn +0.08 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 37 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | survivor's alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego] Nature/Psionic While equipped: defense ------ Physical save +8 (+2 eff.) Mind save +5 (+2 eff.) Healmod +14% other ------- Light +4 See Stealth +6 See Invisibility +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+3 eff.) Spell save +12 (+4 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. This item has been sent to the Item's Vault. |
| On hands | Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str offense ------ Physical Power +10 (+2 eff.) defense ------ Armor +2 Resistance +10% lightning +10% cold Physical save +10 (+3 eff.) Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 280.43 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. This item has been sent to the Item's Vault. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | mule's gold ring of life0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Fatigue -6% Life +60.00 Life Regen +8.00 Healmod +10% other ------- Encumbrance +25 Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | wanderer's gold amulet of cunning (+5)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +10 Cun +6 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +3.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
| In main hand | Blighted Maul (96-144 power, 22 apr)12.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 96.0 - 144.0 Physical Uses 140% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% Damage Conversion 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 14 * Blasts creatures in a radius 1 shockwave around your target for 306.80 to 920.40 physical damage (based on Strength). While equipped: offense ------ Critical power +40.00% Damage +12% physical defense ------ Knockbk Resist +30% Knock away other creatures within radius 4), dealing 809.90 to 1619.80 physical damage (based on Strength) to each. Uses 50 power out of 4/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. This item has been sent to the Item's Vault. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: defense ------ Armor +4 Fatigue -20% Life +100.00 Knockbk Resist +40% other ------- Encumbrance +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Skeletal Claw (55-61 power, 8 apr)3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 125% On-hit +30 bleed On-crit, radius 2 +50 bleed On Hit: 10% Bone Grab level 3 On Hit: 20% Bone Spear level 4 While equipped: offense ------ Spellpower +4 (+2 eff.) Combat Speed +10% defense ------ Defense +12 (+6 eff.) other ------- Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear level 4 Bone Nova: Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 70.90 physical damage, and inflicting bleeding for another 35.45 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. This item has been sent to the Item's Vault. |
| Cloak | Fearfire Mantle (14 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+7 eff.) Resistance +10% fire +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+2 eff.) Ranged Defense +8 (+4 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... This item has been sent to the Item's Vault. |
Inventory
steam generator implant (steam 4)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 31 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Ablative Armour0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Incendiary Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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... |
restful copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
stabilizing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% temporal Pinning Resist +20% Knockbk Resist +22% Amulets make your neck look great! |
Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
starlit steel amulet of strength (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +10% light +10% darkness Blind Resist +23% Amulets make your neck look great! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 174 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Garkul's Teeth0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+5 eff.) Mind save +18 (+9 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 5.2 Power cost 10 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 486.79 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. This item has been sent to the Item's Vault. |
copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +6 (+3 eff.) Confus Resist +23% Rings make your fingers look great! |
savior's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +7 (+3 eff.) Mind save +6 (+3 eff.) Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+6 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 6 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 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.89 cold and 12.86 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. |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. This item has been sent to the Item's Vault. |
Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+4 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+3 eff.) Fatigue -15% Physical save +45 (+12 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. This item has been sent to the Item's Vault. |
Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. This item has been sent to the Item's Vault. |
Eclipse (18-22 power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+6 eff.) Damage +15% light +15% physical +15% darkness +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Penitence (15-18 power, 4 apr, nature element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+7 eff.) defense ------ Resistance +30% blight +30% nature Affinity +20% nature Spell save +15 (+5 eff.) other ------- Talents +1 Command Staff Cure up to 2 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
bloodlich's elven-wood magestaff (25-30 power, 5 apr, cold element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Mag +4 Cun +4 Con offense ------ Spell Crit +4% Critical power +18.00% Spellpower +12 (+6 eff.) Damage +25% cold other ------- Negative/turn +0.20 Vim-on-crit +5.00 Max vim +33.00 Max negative +29.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff (25-30 power, 5 apr, arcane element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Normal] Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+6 eff.) Damage +25% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of the prodigy (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +10 Mag +11 Wil +10 Cun offense ------ Spell Crit +4% Spellpower +12 (+6 eff.) Spellpower/crit +7 Damage +25% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing steel battleaxe of phasing (23-34 power, 12 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 23.0 - 34.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +5.0% Attack Speed 100% Ignore Shields +16% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 36 damage Massive two-handed battleaxes. |
arcing steel battleaxe of vileness (20-31 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +7 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 14 * 25% chance for lightning to strike from the target to a second target dealing 36 damage Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.6 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 51% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
iron greatsword (16-25 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 15.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
steel greatsword of rage (28-45 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 28.0 - 44.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +5 Str offense ------ Damage +9% physical Accuracy +14 (+5 eff.) Massive two-handed swords. |
Genocide (42-67 power, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Nature/Master Weapon Damage 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Borosk's Hate (60-96 power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. This item has been sent to the Item's Vault. |
Acera (33-46 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Arcane/Master Weapon Damage 33.0 - 46.2 Acid Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +40 corrosive acid While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Damage +20% acid Ignore resists +20% acid defense ------ Resistance +15% acid Corrosive Worm: Effective talent level: 4.0 Power cost 30 out of 30/30. Range 10 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 22 acid damage in a 4 radius ball. This damage will increase by 14% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Anmalice (47-66 power, 20 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Psionic/Unknown Weapon Damage 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +7.0% Attack Speed 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: offense ------ Mindpower +9 (+4 eff.) Damage +8% mind defense ------ Mind save -30 (-22 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
stralite longsword of projection (34-47 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Psionic Weapon Damage 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
Dedication (31-43 power, 6 apr)3.0 Encumbrance T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Weapon Damage 31.0 - 43.4 Physical Uses 20% Cun, 90% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +20.0% Attack Speed 100% On-crit, radius 2 +50 manaburn arcane While equipped: defense ------ Resistance +15% arcane +20% blight 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 mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
truestriking stralite mace of dampening (34-47 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego+] Disrupt/Master Weapon Damage 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Ignore resists +10% physical Accuracy +10 (+4 eff.) Ignore Armor +9 defense ------ Resistance +9% acid +12% lightning +11% cold +11% fire +2% all Spell save +12 (+4 eff.) Blunt and deadly. |
Silent Blade (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 67.17 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Dagger of the Past (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Mag 24,Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+5 eff.) Spell save +10 (+4 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Star (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 20% Str, 20% Dex Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+8 eff.) Physical save +15 (+4 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 345.94 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Charged Focus (10-11 power, 24 apr, lightning damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +6% Mindpower +12 (+6 eff.) Damage +15% lightning Ignore resists +9% lightning defense ------ Resistance +15% lightning Mind save +9 (+4 eff.) other ------- Max psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Viletooth (20-30 power, 12 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 20.0 - 30.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +3.0% Attack Speed 100% Block +40 Damage Conversion 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
Gorovon the stralite steamsaw (30-44 power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Random Unique] Arcane/Psionic/Steamtech Weapon Damage 29.5 - 44.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +62 On-hit +21 cold +11 mind +7 darkness Damage Against +16% Living On Hit: * 19% chance to reduce all saves and defense by 19 Uses 1.0 Steam When used to Attack: Block +40 While equipped: Stats +6 Cun +1 Wil defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +10% Life Regen +4.00 Healmod +20% Confus Resist +20% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stralite steamsaw of fire resistance (+22%) (30-46 power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Ego] Master/Steamtech Weapon Damage 30.5 - 45.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +70 Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +10% Resistance +22% fire other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Corpsebow4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Unique] Arcane/Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+5 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 14 defense ------ Disease Resist +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Merkul's Second Eye4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 Projectile Speed +400% On Hit: 100% Arcane Eye level 4 While equipped: offense ------ On-Ranged-Hit 25 arcane other ------- Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Eldoral Last Resort4.0 Encumbrance T3 sling 1H weapon Reqs Dex 26 Shoot [Unique] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 118% Range +10 While equipped: Stats +3 Cun +4 Dex offense ------ Damage +15% physical other ------- Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Hare-Skin Sling4.0 Encumbrance T3 sling 1H weapon Reqs Dex 35 Shoot [Unique] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +10 Lck offense ------ Physical Crit +5.0% Move Speed +20% defense ------ Defense +10 (+5 eff.) other ------- Masteries +0.20 Cunning/Survival Inertial Shot: Effective talent level: 3.0 Power cost 8 out of 8/8. Range melee/personal Cooldown: 8 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Hornet Stingers (14/20, 18-25 power, 10 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 18 [Unique] Nature Weapon Damage 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Wind Worn Shot (25/25, 39-47 power, 15 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 28 [Unique] Nature Weapon Damage 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 Projectile Speed +100% On Hit: 10% Tornado level 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Fire Dragon Shield (16 def, 9 armour, 58-70 power, 220 block)7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 58.0 - 69.6 Fire Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +220 While equipped: offense ------ 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. When Hit 17 fire defense ------ Armor +9 Defense +16 (+8 eff.) Ranged Defense +15 (+8 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- 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. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +180 While equipped: offense ------ On shield block: * 30% chance of petrifying the attacker. defense ------ Armor +25 Defense +5 (+3 eff.) Ranged Defense +10 (+5 eff.) Fatigue +12% Resistance +10% acid +10% physical +10% lightning +10% fire other ------- Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Sanguine Shield (0 def, 15 armour, 40-48 power, 220 block)7.0 Encumbrance T4 shield armor [Unique] Master When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 120% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +9.0% Block +220 Lifesteal +8% While equipped: Stats +10 Con offense ------ When Hit 15 draining blight defense ------ Armor +15 Fatigue +19% Resistance +25% blight +10% light Life Regen +5.00 other ------- 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. |
Voreletha (0 def, 10 armour, 70-83 power, 224 block)7.0 Encumbrance T5 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 69.5 - 83.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +224 On-hit +11 nature +23 cold While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +10.00% On shield block: * Deals 89 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +10 Fatigue +8% Resistance +17% blight +35% cold +15% nature Physical save +9 (+3 eff.) Life +85.00 other ------- Talents +1 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 34.67 to 43.33 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+7 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+6 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+8 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+7 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Medical Urgency Vest (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Steamtech While equipped: defense ------ Armor +7 Defense +6 (+3 eff.) Fatigue +7% Physical save +15 (+4 eff.) other ------- Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
Rogue Plight (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con defense ------ Armor +7 Defense +6 (+3 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Life Regen +2.00 other ------- Stamina/turn +0.60 A suit of armour made of mail. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Ivylessra the Thundersteel (11 def, 13 armour)14.0 Encumbrance T3 heavy armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Cun offense ------ Ignore resists +15% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +13 Defense +11 (+6 eff.) Fatigue +12% Resistance +6% lightning +15% cold +6% arcane Spell save +10 (+4 eff.) Mind save +13 (+6 eff.) A suit of armour made of mail. |
Blindbender (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Rare] Nature While equipped: offense ------ Damage +9% mind +3% light defense ------ Armor +7 Fatigue +22% Mind save +6 (+3 eff.) Life Regen +2.00 other ------- Stamina/turn +0.60 Psi when Hit +0.08 A suit of armour made of metal plates. |
fortifying steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Ego+] Master While equipped: Stats +3 Str +3 Con defense ------ Armor +9 Fatigue +22% Life +44.00 A suit of armour made of metal plates. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Rope Belt of the Thaloren1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+7 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Pressurizer (8 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex offense ------ Steam Crit +10% Steampower +10 (+5 eff.) defense ------ Defense +8 (+4 eff.) other ------- Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Destala's Scales (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+3 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+5 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Dissolve: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Ravenguile the cashmere cloak (2 def, 8 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +6% darkness +12% fire Ignore resists +10% lightning +15% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Armor +8 Defense +2 (+1 eff.) Resistance +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of iron boots 'Gethra' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% blight Ignore resists +5% blight On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Armor +3 Fatigue +2% Resistance +3% mind +6% fire +5% arcane +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.30 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
Furnacetrial (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +2 Cun offense ------ Critical power +5.00% defense ------ Armor +2 Resistance +15% fire Life Regen +5.00 other ------- Stamina/turn +1.00 EQ when Hit +0.12 Psi when Hit +0.16 Max stamina +20.00 Max hate +2.00 Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Nightmare level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+2 eff.) Life +20.00 Unarmed combat: Weapon Damage 13.0 - 18.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 83% On-hit +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
temporal iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 5 temporal On-Ranged-Hit 5 temporal Damage +3% temporal defense ------ Armor +1 Fatigue +1% Resistance +6% temporal Unarmed combat: Weapon Damage 9.5 - 13.3 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Zomandil' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature/Psionic While equipped: offense ------ On-Hit 14 acid Damage +10% acid Accuracy +6 (+2 eff.) defense ------ Armor +2 Fatigue +3% Resistance +23% acid +3% light Physical save +6 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +20% Confus Resist +20% Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +13 acid On Hit: 10% Perfect Control level 3 On Hit: 20% Corrosive Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 Encumbrance T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun offense ------ Mindpower +3 (+1 eff.) Damage +8% physical defense ------ Armor +4 Defense +8 (+4 eff.) Disarm Resist +40% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 25.0 - 35.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 87% On Hit: 20% Poisonous Bite level 3 On Hit: 10% Quick as Thought level 3 On Hit: 5% Implode level 1 Mindhook: Effective talent level: 4.0 Power cost 16 out of 24/24. Range 6 Cooldown: 9 Travel.spd instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Ruthless Grip (0 def, 5 armour)1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Unarmed combat: Weapon Damage 26.0 - 36.4 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Dominate level 3 On Hit: 5% Slash level 3 Instill Fear: Effective talent level: 3.0 Power cost 20 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 11.00 mind and 11.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 14% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 13. Terrified: Deals 2.50 mind and 2.50 darkness damage per turn and increases cooldowns by 22%. Haunted: Causes the target to suffer 4.37 mind and 4.37 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
hardened leather hat (0 def, 3 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +3% A hat made of leather. Very stylish. |
hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +3% A cap made of leather. |
Ivulrarin the Shadewyrd (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Damage +3% darkness defense ------ Armor +3 Fatigue +5% Resistance +3% temporal +12% darkness +3% mind +6% nature +5% arcane Physical save +9 (+3 eff.) Teleport Resist +20% other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Velurenn (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Cun +1 Wil offense ------ When Hit 6 arcane defense ------ Armor +3 Fatigue +5% Crit Resistance 15.00% Physical save +12 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of dexterity (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +5% Resistance +6% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Decayed Visage (0 def, 0 armour)1.0 Encumbrance T3 head armor Reqs Mag 25 [Unique] Arcane/Psionic While equipped: Stats +5 Wil +5 Mag offense ------ Spell Crit +2% Damage +8% blight +15% arcane When Hit 10 vim draining blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 defense ------ Resistance +13% mind +9% lightning Mind save +18 (+9 eff.) Confus Resist +28% other ------- Max vim +25.00 Vimsense: Effective talent level: 2.0 Power cost 25 out of 45/45. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 6% and all saves by 11, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
21 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of focus2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil offense ------ Damage +5% mind other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
iron pickaxe of Reknor (dig speed 20 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str defense ------ Resistance +5% darkness +6% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +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. |
Eternity's Counter2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Damage +15% temporal defense ------ Resistance +0% all +15% temporal Damage Reduction +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Bladed Rift2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+5 eff.) Mindpower +10 (+5 eff.) On-Hit 25 phys.bleed Damage +5% physical +10% temporal When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 5.0 Power cost 15 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. This item has been sent to the Item's Vault. |
Skull of the Rat Lich1.0 Encumbrance T3 skull tool [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +10 (+5 eff.) When Hit 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
cleansing stralite torque of psionic shield [power 125] (25 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 125 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+5 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+5 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 83 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Grung, the World Crusher the Ogre Berserker level 29
20th Regrowth 123rd year of Ascendancy at 02:35 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Grung, the World Crusher the Ogre Berserker level 20
78th Dusk 122nd year of Ascendancy at 08:18 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Grung, the World Crusher the Ogre Berserker level 29
16th Regrowth 123rd year of Ascendancy at 15:12 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Grung, the World Crusher the Ogre Berserker level 34
39th Dusk 123rd year of Ascendancy at 07:26 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Grung, the World Crusher the Ogre Berserker level 22
8th Decay 122nd year of Ascendancy at 10:57 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Grung, the World Crusher the Ogre Berserker level 9
7th Flare 122nd year of Ascendancy at 00:13 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Grung, the World Crusher the Ogre Berserker level 30
27th Regrowth 123rd year of Ascendancy at 01:06 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By Grung, the World Crusher the Ogre Berserker level 22
7th Decay 122nd year of Ascendancy at 02:12 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Grung, the World Crusher the Ogre Berserker level 17
64th Dusk 122nd year of Ascendancy at 12:51 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Grung, the World Crusher the Ogre Berserker level 30
25th Regrowth 123rd year of Ascendancy at 09:44 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grung, the World Crusher the Ogre Berserker level 20
78th Dusk 122nd year of Ascendancy at 10:57 see stats
Is that how it feels to be an escort quest?! (Roguelike)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Grung, the World Crusher the Ogre Berserker level 31
29th Regrowth 123rd year of Ascendancy at 18:52 see stats
Level 10 (Roguelike)
Got a character to level 10.By Grung, the World Crusher the Ogre Berserker level 10
9th Dusk 122nd year of Ascendancy at 23:42 see stats
Level 20 (Roguelike)
Got a character to level 20.By Grung, the World Crusher the Ogre Berserker level 20
74th Dusk 122nd year of Ascendancy at 14:24 see stats
Level 30 (Roguelike)
Got a character to level 30.By Grung, the World Crusher the Ogre Berserker level 30
25th Regrowth 123rd year of Ascendancy at 08:22 see stats
Oozemancer (Roguelike)
Destroyed the corrupted oozemancer.By Grung, the World Crusher the Ogre Berserker level 32
40th Pyre 123rd year of Ascendancy at 11:12 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Grung, the World Crusher the Ogre Berserker level 32
62nd Pyre 123rd year of Ascendancy at 06:03 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Grung, the World Crusher the Ogre Berserker level 33
17th Dusk 123rd year of Ascendancy at 11:08 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Grung, the World Crusher the Ogre Berserker level 25
11st Regrowth 123rd year of Ascendancy at 16:14 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Grung, the World Crusher the Ogre Berserker level 20
10th Haze 122nd year of Ascendancy at 19:37 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Grung, the World Crusher the Ogre Berserker level 33
35th Dusk 123rd year of Ascendancy at 21:56 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Grung, the World Crusher the Ogre Berserker level 20
78th Dusk 122nd year of Ascendancy at 08:18 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Grung, the World Crusher the Ogre Berserker level 24
7th Regrowth 123rd year of Ascendancy at 18:24 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Grung, the World Crusher the Ogre Berserker level 7
4th Mirth 122nd year of Ascendancy at 05:14 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Grung, the World Crusher the Ogre Berserker level 20
78th Dusk 122nd year of Ascendancy at 08:18 see stats
The Rat Lich (Roguelike)
Killed the terrible Rat Lich.By Grung, the World Crusher the Ogre Berserker level 17
63rd Dusk 122nd year of Ascendancy at 11:45 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Grung, the World Crusher the Ogre Berserker level 16
62nd Dusk 122nd year of Ascendancy at 10:12 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Grung, the World Crusher the Ogre Berserker level 32
48th Pyre 123rd year of Ascendancy at 07:00 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Grung, the World Crusher the Ogre Berserker level 17
65th Dusk 122nd year of Ascendancy at 12:51 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Grung, the World Crusher the Ogre Berserker level 28
15th Regrowth 123rd year of Ascendancy at 20:18 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Grung, the World Crusher the Ogre Berserker level 18
66th Dusk 122nd year of Ascendancy at 08:54 see stats
Unstoppable (Roguelike)
Returned from the dead.By Grung, the World Crusher the Ogre Berserker level 33
16th Dusk 123rd year of Ascendancy at 06:56 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Grung, the World Crusher the Ogre Berserker level 28
15th Regrowth 123rd year of Ascendancy at 22:41 see stats
Log
Lava floor hits Giant fire ant for 29 fire damage.
Grung, the World Crusher is unstoppable!
Burning from Arima the orc cryomancer hits Grung, the World Crusher for (33 refused), 0 fire (0 total damage).
Orc elite berserker slows down.
The shattering blow creates a shockwave!
Grung, the World Crusher drains life from Warmaster Gnarg!
Grung, the World Crusher drains life from Orc elite berserker!
Grung, the World Crusher is unstoppable!
Orc elite berserker hits Grung, the World Crusher for (89 refused), 0 physical, (16 refused), 0 fire (0 total damage).
Grung, the World Crusher hits Orc elite berserker for 22 fire damage.
Grung, the World Crusher hits Warmaster Gnarg for 14 fire damage.
Melee retaliation hits Orc elite berserker for 12 blight, 33 fire (44 total damage).
--------------------------------
Warmaster Gnarg uses Infusion: Regeneration.
Warmaster Gnarg starts regenerating health quickly.
Grung, the World Crusher stops burning.
Grung, the World Crusher drains life from Orc elite berserker!
Grung, the World Crusher hits Orc elite berserker for 22 fire damage.
Grung, the World Crusher receives 4 healing from Orc elite berserker.
Orc elite berserker uses Juggernaut.
Orc elite berserker hardens its skin.
Arima the orc cryomancer casts Freeze.
Arima the orc cryomancer's spell attains critical power!
Arima the orc cryomancer roars triumphantly.
Arima the orc cryomancer hits Grung, the World Crusher for 142 cold damage.
Grung, the World Crusher the level 34 ogre berserker was cooled to death by Arima the orc cryomancer on level 2 of Vor Armoury.
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Grung, the World Crusher no longer revels in blood quite so much.
Grung, the World Crusher's rage subsides!




























































































































































































