












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 50 / 1244% |
| Size | small |
| Lifes / Deaths | Killed by Zubyyalaith the snow giant chieftain at level 18 on the 56th Haze 122nd year of Ascendancy at 09:20 4 / 3Killed by defend the shire (not legally lord of the rings) at level 24 on the 33rd Regrowth 123rd year of Ascendancy at 05:11 Killed by Aeryta the Flamebringer at level 42 on the 19th Haze 123rd year of Ascendancy at 16:09 |
Primary Stats
| Strength | 53 (base 19) |
| Dexterity | 120 (base 60) |
| Constitution | 57 (base 28) |
| Magic | 90 (base 60) |
| Willpower | 38 (base 8) |
| Cunning | 114 (base 64) |
Resources
| Life | 1712/1712 |
| Mana | 274/414 |
| Stamina | 312/312 |
| Steam | 100/100 |
| Healing Factor | 1.5151118176839 |
| Regeneration | 66.85488917401 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 55.054047096765 |
| See Invisible | 55.054047096765 |
Offense: Mainhand
| Damage | 251 |
| Accuracy | 84 |
| Crit Chance | 103% |
| APR | 52 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 62% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Fire | +20% |
| Blight | +31% |
| Physical | +24% |
| Cold | +15% |
| All | +9% |
Offense: Damage Penetration
| Cold | +35% |
| Acid | +30% |
| Fire | +50% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 84.361191206946 (85.106194088291%) |
| Defense | 96 |
| Ranged Defense | 96 |
| Fatigue | 14.923805221685 |
| Physical Save | 42 |
| Spell Save | 41 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 40%( 70%) |
| Arcane | + 22%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 38%( 70%) |
| Physical | + 33%( 70%) |
| Fire | + 59%( 70%) |
| Darkness | + 44%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Teleport Resistance | 100% |
| Stun Resistance | 100% |
| Pinning Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 143 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 489 damage for 6 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 785% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Buckler Training | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Trained Reactions |
| talent | Bombardment |
| talent | Counter Shot |
| talent | Apply Poison |
| talent | Pace Yourself |
| talent | Chant of Fortitude |
| talent | Premonition |
| talent | Numbing Poison |
| talent | Crippling Poison |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Stire of Derth's elixir of precision |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 374. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed bear paw. * You've found the needed red crystal shard. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour) 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Phys.save +15 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Max.HP +80.00 Pinning- +25% Stun/Frz- +40% Knockbk- +25% Teleport- +100% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 26 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Quiver | Giliyadar (20/20, 60-73 power, 10 apr)3.0 T5 shot ammo [Random Unique] Nature/Master/Psionic Power 60.5 - 72.6 Physical Uses 50% Cun, 50% Mag, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +10 Crit +18.0% Capacity 20 Proj.spd +100% Ranged+ +15 cold +20 physical On Crit.r2 +11 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 189 physical damage On Crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
| Light source | dwarven lantern 'Quenchward'1.0 T5 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% darkness +6% cold Res.pen +10% cold Melee Ret 8 cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +11% blight +24% lightning Spell.save +6 (+2 eff.) HP.reg +13.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Xanoyanor (0 def, 15 armour) 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Str +2 Dex +7 Wil +10 Cun +2 Con dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Dmg.mod +15% physical ----- def ----- Armour +15 Fatigue +5% Resists +14% physical Phys.save +10 (+3 eff.) Mind.save +15 (+5 eff.) ---------- misc Infravis +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | alchemist's voratun gauntlets of war-making (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.crit +14.0% Spell.crit +8% Mind.crit +13% Crit.mult +11.00% Melee+ 6 acid 5 fire 4 cold 5 lightning ----- def ----- Armour +3 Fatigue +5% Disarm- +100% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 33.5 - 46.9 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +16.0% Atk.spd 83% Melee+ +12 ice +24 fire +21 acid +21 lightning On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | overpowered dragonbone wand of shielding [power 734] (24 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 734 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 24 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Velana the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: Stats +7 Dex +3 Con dps ---------- Phys.crit +6.0% Apr +8 ----- def ----- Fatigue -8% Die.at -40.00 life ---------- misc Max.enc +32 Rings make your fingers look great! |
| On fingers | Cracklewrest the voratun ring0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +10 Str +6 Dex +9 Cun +8 Con dps ---------- Phys.pwr +13 (+2 eff.) Dmg.mod +3% blight Acc +9 (+2 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Resists +12% blight +12% lightning HP.reg +9.00 Stun/Frz- +47% Rings make your fingers look great! |
| Around neck | Glukira the voratun amulet0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Crit.mult +35.00% Spell.pwr +13 (+4 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +13% blight +11% fire Res.pen +5% acid Acc +9 (+2 eff.) Apr +19 On Hit (Melee): * 20% chance to slow global speed by 57% * 10 arcane resource burn ---------- misc Hate/m.crit +1.00 Masteries +0.40 Technique/Buckler Training Amulets make your neck look great! |
| In main hand | Hare-Skin Sling 4.0 T3 sling 1H weapon [Unique] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +20 Crit +20.0% Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 7 out of 8/8. Range 10 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. |
| Around waist | balancing hardened leather belt of recklessness 1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +11.0% Mind.crit +7% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Proj.slow +25% A belt that goes around your waist. |
| In off hand | Borugodrantir the voratun shield (0 def, 25 armour, 66-79 power, 210 block)7.0 T5 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 65.5 - 78.6 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +210 While equipped: dps ---------- Phys.crit +2.0% Crit.mult +20.00% Acc +15 (+3 eff.) ----- def ----- Armour +25 Fatigue +8% Resists +20% light +16% darkness ---------- misc Max.stam +30.00 Talents +1 Block Handheld deflection devices. |
| Cloak | Shaderansom the elven-silk cloak (3 def, 0 armour) 2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +5 Wil +7 Con ----- def ----- Defense +3 (+1 eff.) Resists +12% darkness +30% lightning HP.reg +4.00 Disarm- +10% Pinning- +20% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ereledoyon the Scaldwend (20 def, 13 armour) 9.0 T5 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Str +8 Dex +7 Mag +8 Wil +8 Cun dps ---------- Dmg.mod +6% blight Res.pen +25% fire ----- def ----- Armour +13 Hardiness +20% Defense +20 (+4 eff.) Fatigue +9% Resists +48% fire Max.HP +145.00 HP.reg +9.00 Heal.mod +20% A suit of armour made of leather. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
medical injector implant (efficiency 148% / cooldown 95%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 148% efficiency and cooldown mod of 95%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 170% / cooldown 83%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 170% efficiency and cooldown mod of 83%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 149% / cooldown 81%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 149% efficiency and cooldown mod of 81%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 14)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.6 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the duelist (die at -868; dur 7; cd 34)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -868 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 868 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -461; dur 7; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -461 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 461 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -760; dur 8; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -760 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 760 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 645%; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 645% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion (speed 412%; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 412% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 696%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 696% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 894%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 894% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (302.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 329.18 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 178; dur 4; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 177.67 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 224; dur 4; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 224.25 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 410; dur 3; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 410 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
2 schematic: Acid Groove0.1 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: Air Recycler0.1 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: Alchemist's Helper0.1 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: Armour Reinforcement0.1 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: Back Support0.1 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 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: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 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: Flare Shell0.1 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: Flash Powder0.1 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: Focus Lens0.1 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: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 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: Galvanic Retributor0.1 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: Hand Cannon0.1 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: Healing Salve0.1 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: Hook Shell0.1 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: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Iron Grip0.1 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: Itching Powder0.1 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: Kinetic Stabiliser0.1 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 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: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Poison Groove0.1 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: Razor Edge0.1 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 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: Second Skin0.1 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 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 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: Solid Shell0.1 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: Spike Attachment0.1 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 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: Steamgun0.1 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: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 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: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Shell0.1 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: Unstoppable Force Salve0.1 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: Waterproof Coating0.1 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
restful copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
stabilizing copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +21% Amulets make your neck look great! |
cleansing steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +12% nature +10% blight Poison- +29% Disease- +22% Amulets make your neck look great! |
steel amulet 'Relgikan'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Cun dps ---------- Res.pen +15% temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +12% lightning +3% mind Blind- +14% Stun/Frz- +28% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 48 power out of 60/60 The evilness of undeath radiates from this amulet. |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 330 strength, based on Magic) for 5 turns. Uses 20 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. |
Nimbusripper the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +6% light +3% lightning ----- def ----- Resists +12% lightning +16% light +17% darkness Blind- +37% ---------- misc Light +1 Masteries +0.23 Technique/Tireless Combatant +0.23 Technique/Mobility Amulets make your neck look great! |
restful gold amulet of magic (+3)0.1 T3 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
Geteyon the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Crit.mult +18.00% Dmg.mod +9% blight +6% arcane Acc +9 (+2 eff.) Apr +20 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Phys.save +16 (+5 eff.) Max.HP +80.00 HP.reg +11.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Masteries +0.38 Wild-gift/Harmony Amulets make your neck look great! |
protective voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +12.00% Spell.pwr +12 (+4 eff.) Dmg.mod +7% blight +9% fire ----- def ----- Armour +6 Defense +8 (+2 eff.) Res.Cap +6% all Phys.save +25 (+8 eff.) Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
marksman's copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Silence- +21% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
rogue's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% acid ----- def ----- Defense +6 (+2 eff.) Resists +20% acid Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
wizard's copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.94 cold and 16.11 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 48 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +2 Str +4 Dex +3 Mag +7 Cun dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Fatigue -5% Crit.dmg- 10.00% Mind.save +9 (+3 eff.) Confus- +28% ---------- misc Max.enc +24 Infravis +2 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
marksman's steel ring of arcana (+0.16/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Silence- +20% ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
wizard's steel ring of blight (+10%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +10% blight ----- def ----- Resists +10% blight Spell.save +8 (+3 eff.) Rings make your fingers look great! |
gold ring 'Bleakward'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +5 Cun +2 Con dps ---------- Crit.mult +10.00% Dmg.mod +9% darkness Res.pen +20% darkness Melee Ret 4 physical ----- def ----- Defense +10 (+2 eff.) Die.at -40.00 life Rings make your fingers look great! |
gold ring 'Tundraorder'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Str +7 Dex dps ---------- Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Res.pen +20% cold ----- def ----- Defense +10 (+2 eff.) Fatigue -7% ---------- misc Max.enc +28 Rings make your fingers look great! |
rogue's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun dps ---------- Phys.pwr +8 (+1 eff.) Spell.pwr +10 (+3 eff.) Mind.pwr +7 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Rings make your fingers look great! |
warrior's gold ring of darkness (+20%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Str dps ---------- Dmg.mod +10% darkness ----- def ----- Armour +10 Resists +20% darkness Rings make your fingers look great! |
warrior's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +10 Max.HP +26.00 Disarm- +35% Pinning- +32% Knockbk- +28% Rings make your fingers look great! |
Gomina the Blazemarrow0.1 T4 ring jewelry [Random Unique] Master While equipped: dps ---------- Mov.spd +22% Dmg.mod +9% lightning Acc +21 (+4 eff.) Apr +15 On Hit (Melee): * 10% chance to slow global speed by 57% ----- def ----- Defense +24 (+5 eff.) Resists +12% nature +5% arcane Max.HP +20.00 Disarm- +37% Pinning- +28% Knockbk- +42% Blinding Speed: Puts all charms on 32 cooldown Level 2.0 Pwr.cost 32 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
voratun ring 'Aromina'0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +3 Str +2 Dex dps ---------- Dmg.mod +18% acid ----- def ----- Armour +12 Resists +36% acid +5% arcane +9% blight ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+13 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 160 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Phoenix's kiss the dragonbone vilestaff (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Dex +10 Con dps ---------- Spell.crit +5% Spell.pwr +29 (+9 eff.) Dmg.mod +30% darkness +33% physical Res.pen +28% fire +17% physical ----- def ----- Crit.dmg- 16.97% Mind.save +9 (+3 eff.) Heal.mod +15% Disease- +23% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of channeling (30-36 power, 6 apr, physical element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +30 (+9 eff.) Dmg.mod +30% physical ---------- misc Mana/turn +0.37 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 24 cooldown Staves designed for wielders of magic, by the greats of the art. |
quick voratun longsword of paradox (41-57 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane/Master Power 41.0 - 57.4 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +18 temporal While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +20 (+4 eff.) ----- def ----- Resists +16% temporal Sharp, long, and deadly. |
blazebringer's voratun waraxe of massacre (55-77 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Nature/Master Power 55.0 - 77.0 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +71 fire While equipped: dps ---------- All.spd +9% Res.pen +15% fire One-handed war axes. |
chilling voratun waraxe of crippling (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% One-handed war axes. |
hateful living mindstar of resolve (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 16.5 - 18.2 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +22% mind +20% darkness Res.pen +15% mind +7% darkness ----- def ----- Spell.save +10 (+4 eff.) ---------- misc Max.hate +9.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Kesin the Pyreburst4.0 T5 sling 1H weapon [Rare] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +12 fire On Hit.r1 +8 mind While equipped: Stats +2 Wil +5 Con dps ---------- Mind.crit +3% Mind.pwr +10 (+3 eff.) Dmg.mod +18% fire ----- def ----- Mind.save +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 132 life over 5 turns Puts all charms on 16 cooldown Slings are used to hurl stones or metal shots at your foes. |
ranger's drakeskin leather sling of recursion4.0 T5 sling 1H weapon [Ego+] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: Stats +4 Dex Slings are used to hurl stones or metal shots at your foes. |
Turakalthorab the Glowream (22/22, 34-41 power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 34.0 - 40.8 Physical Uses 50% Cun, 50% Mag, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +9 Apr +3 Crit +5.0% Capacity 22 Ranged+ +4 light +8 mind On Hit.r1 +12 light +16 nature On Crit.r2 +12 nature +8 light Shots are used with slings to pummel your foes to death. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Mag 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Spider's Fangs (20/20, 22-26 power, 8 apr)3.0 T4 shot ammo [Unique] Nature/Steamtech Power 22.0 - 26.4 Nature Uses 70% Dex, 50% Mag, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+4 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Stormspawn (0 def, 10 armour, 72-86 power, 240.5 block)7.0 T5 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 72.0 - 86.4 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +240 Melee+ +16 lightning On Hit.r1 +18 fire While equipped: Stats +5 Cun dps ---------- Melee+ 8 fire Dmg.mod +6% lightning Melee Ret 15 fire ----- def ----- Armour +10 Fatigue +8% Resists +12% lightning ---------- misc Light +3 Talents +1 Block Handheld deflection devices. |
Summertide (17 def, 15 armour, 52-62 power, 260 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+4 eff.) Rng.Def +17 (+4 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+6 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 61.62 to 77.03 light damage (based on Willpower and Cunning). Uses 10 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
crackling voratun shield (0 def, 10 armour, 67-80 power, 194.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 67.0 - 80.4 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +194 Melee+ +18 lightning While equipped: Stats +5 Dex dps ---------- Melee Ret 13 lightning ----- def ----- Armour +10 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
focusing elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +7 Mag +7 Wil dps ---------- Spell.pwr +20 (+6 eff.) Dmg.mod +14% all ----- def ----- Resists +15% all ---------- misc Mana/turn +0.28 Psi/turn +0.35 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glintbringer the drakeskin leather armour (38 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +1 Str +6 Dex +4 Wil dps ---------- Phys.crit +2.0% Crit.mult +20.00% Mov.spd +20% Melee Ret 4 light ----- def ----- Armour +8 Defense +38 (+7 eff.) Fatigue +8% Resists +18% blight +21% darkness Max.HP +49.00 HP.reg +6.60 Heal.mod +16% ---------- misc Light +2 A suit of armour made of leather. |
nimble drakeskin leather armour of cold resistance (34 def, 8 armour)9.0 T5 light armor [Ego+] Master While equipped: Stats +8 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +8 Defense +34 (+7 eff.) Fatigue +8% Resists +26% cold A suit of armour made of leather. |
fortifying voratun plate armour of stability (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Master While equipped: Stats +5 Str +6 Con ----- def ----- Armour +16 Fatigue +22% Resists +9% physical Phys.save +22 (+7 eff.) Max.HP +38.00 A suit of armour made of metal plates. |
prismatic voratun plate armour of temporal resistance (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego] Arcane While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +25% temporal +16% light +18% darkness A suit of armour made of metal plates. |
grounding rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +5% temporal Max.HP +33.00 A belt that goes around your waist. |
nightruned rough leather belt of transcendence1.0 T1 belt armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +5% light +5% darkness Phys.save +7 (+2 eff.) A belt that goes around your waist. |
Broderomnir the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +9.00% Phys.pwr +5 (+1 eff.) ----- def ----- Resists +6% light +9% cold Phys.save +15 (+5 eff.) Spell.save +18 (+6 eff.) Heal.mod +10% Stun/Frz- +20% A belt that goes around your waist. |
insulating drakeskin leather belt of the vagrant1.0 T5 belt armor [Ego+] Nature/Master While equipped: Stats +6 Con dps ---------- Mind.pwr +9 (+3 eff.) ----- def ----- Resists +10% fire +9% cold Mind.save +8 (+3 eff.) A belt that goes around your waist. |
Guise of the Hated (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+7 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+3 eff.) Resists +10% darkness +10% mind Mind.save +10 (+4 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Stokebearer the elven-silk cloak (8 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% fire Res.pen +10% light Acc +19 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Fatigue -6% Max.HP +91.00 Heal.mod +10% Poison- +20% Cut- +10% Pinning- +10% ---------- misc Max.stam +27.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Adeba (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +10 Mag +2 Wil dps ---------- Spell.pwr +8 (+3 eff.) Mov.spd +25% Dmg.mod +8% acid +7% blight ----- def ----- Armour +5 Fatigue -7% Crit.dmg- 10.00% Phys.save +10 (+3 eff.) Disease- +40% ---------- misc Max.enc +23 See.Invis +6 A pair of boots made of leather. |
traveler's pair of drakeskin leather boots of phasing (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +4 Wil ----- def ----- Armour +5 Fatigue -10% Phys.save +11 (+4 eff.) ---------- misc Max.enc +42 Blink to a nearby random location (rad 13) Puts all charms on 20 cooldown A pair of boots made of leather. |
traveler's pair of drakeskin leather boots of speed (0 def, 5 armour)2.0 T5 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue -8% Phys.save +13 (+4 eff.) ---------- misc Max.enc +27 A pair of boots made of leather. |
grounding pair of voratun boots of evasion (6 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue +4% Resists +12% lightning +12% temporal Evasion: (Instant) Puts all charms on 24 cooldown Level 2.6 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
drakeskin leather gloves 'Coalpassion' (0 def, 9 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +14 (+3 eff.) ----- def ----- Armour +9 Resists +6% fire +12% mind +12% darkness Phys.save +3 (+1 eff.) Mind.save +6 (+2 eff.) HP.reg +4.00 Cut- +20% Unarmed combat: Power 31.0 - 34.1 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Furnaceserpent' (0 def, 5 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +4 Str +2 Wil +2 Con dps ---------- Phys.pwr +7 (+1 eff.) Dmg.mod +6% fire ----- def ----- Armour +5 Fatigue +3% Resists +9% blight Mind.save +6 (+2 eff.) Max.HP +48.00 Disarm- +29% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Disarm 3 On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Lustrewrither' (20 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +2 Con dps ---------- Phys.crit +1.0% Melee+ 7 acid Dmg.mod +6% acid +12% light Acc +10 (+2 eff.) ----- def ----- Armour +3 Defense +20 (+4 eff.) Fatigue +5% Resists +8% acid Phys.save +3 (+1 eff.) Die.at -40.00 life ---------- misc Light +3 Unarmed combat: Power 32.5 - 45.5 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +9 acid On Hit: 10% Corrosive Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Delidragund the cashmere wizard hat (2 def, 4 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +6 Dex +0 Cun dps ---------- Crit.mult +10.00% Dmg.mod +15% arcane +12% physical Res.pen +15% physical Acc +25 (+5 eff.) Apr +3 ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +12% acid ---------- misc Max.mana +67.00 A pointy cloth hat, very wizardly... |
grounding drakeskin leather hat of ire (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +5 Fatigue +5% Resists +11% lightning +12% temporal Phys.save +15 (+5 eff.) Mind.save +12 (+4 eff.) Battle Cry: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
Splendourpython (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Mind.crit +3% Phys.pwr +10 (+2 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +13% mind Res.pen +15% light Apr +6 ----- def ----- Defense +2 (+1 eff.) Resists +8% mind Phys.save +10 (+3 eff.) Mind.save +11 (+4 eff.) Die.at -80.00 life ---------- misc Max.psi +15.00 Light +3 A pointy cloth hat, very wizardly... |
iron helm 'Drudunanik' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Crit.mult +5.00% Mind.pwr +3 (+1 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +6 (+2 eff.) Die.at -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bethutta the voratun helm (0 def, 6 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +4 Str +0 Cun +4 Con dps ---------- Res.pen +10% acid +10% blight ----- def ----- Armour +6 Fatigue +5% Resists +6% blight +6% acid ---------- misc Infravis +2 Skullcracker: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 325.1 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's voratun helm of trickery (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +6 Str +4 Dex +6 Wil +4 Cun dps ---------- Phys.pwr +11 (+2 eff.) Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +9% physical Phys.save +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
13 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 24 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. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
319 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
40 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +53.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 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. |
dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
stralite grip0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulator0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun ----- def ----- Mind.save +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 80 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 610.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 20 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Dusktouch [power 55] (20 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +12% darkness +9% physical Melee Ret 6 physical Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 15 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 78 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
elm totem of healing [power 116] (12 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of healing [power 230] (16 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 260] (12 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
focusing ash wand of shielding [power 182] (16 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elven-wood wand of shielding [power 536] (24 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 536 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 24 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful dragonbone wand of conjuration [power 365] (12 cooldown)2.0 T5 wand charm [Ego+] Arcane Fire a magical bolt dealing 438 fire damage Puts all charms on 12 cooldown 100% to increase all damage by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing dragonbone wand of shielding [power 446] (16 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 446 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown 100% to heal for 58. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 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. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 33
2nd Mirth 123rd year of Ascendancy at 23:48 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 44
22nd Haze 123rd year of Ascendancy at 08:19 see stats
Against all odds
Killed Ukruk in the ambush.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 33
1st Mirth 123rd year of Ascendancy at 04:14 see stats
Arachnophobia
Destroyed the spydric menace.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 37
17th Dusk 123rd year of Ascendancy at 16:04 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 44
23rd Haze 123rd year of Ascendancy at 08:00 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 42
15th Haze 123rd year of Ascendancy at 16:13 see stats
Brave new world
Went to the Far East and took part in the war.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 36
14th Dusk 123rd year of Ascendancy at 10:28 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 27
67th Regrowth 123rd year of Ascendancy at 14:09 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 13
36th Dusk 122nd year of Ascendancy at 21:45 see stats
Destroyer's bane
Killed Golbug the Destroyer.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 35
10th Dusk 123rd year of Ascendancy at 22:20 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 24
41st Regrowth 123rd year of Ascendancy at 13:44 see stats
Dragon's Greed
Amassed 8000 gold pieces.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 41
14th Haze 123rd year of Ascendancy at 22:28 see stats
Earth Master
Killed Harkor'Zun.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 19
58th Haze 122nd year of Ascendancy at 16:17 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 50
6th Decay 123rd year of Ascendancy at 22:25 see stats
Exterminator
Killed 1000 creatures.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 18
33rd Haze 122nd year of Ascendancy at 05:07 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 23
17th Regrowth 123rd year of Ascendancy at 02:03 see stats
Fear me not!
Survived the Fearscape!By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 37
22nd Dusk 123rd year of Ascendancy at 01:20 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 50
2nd Decay 123rd year of Ascendancy at 21:53 see stats
Fool of a Took!
Killed oneself as a halfling.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 24
33rd Regrowth 123rd year of Ascendancy at 05:11 see stats
Guiding Hand
Saved all escorted adventurers.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 31
78th Pyre 123rd year of Ascendancy at 06:19 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 24
34th Regrowth 123rd year of Ascendancy at 15:04 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 45
23rd Haze 123rd year of Ascendancy at 10:28 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 34
8th Mirth 123rd year of Ascendancy at 14:35 see stats
Level 10
Got a character to level 10.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 10:24 see stats
Level 20
Got a character to level 20.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 20
58th Haze 122nd year of Ascendancy at 16:17 see stats
Level 30
Got a character to level 30.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 30
74th Pyre 123rd year of Ascendancy at 20:45 see stats
Level 40
Got a character to level 40.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 40
69th Dusk 123rd year of Ascendancy at 12:28 see stats
Level 50
Got a character to level 50.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 50
46th Haze 123rd year of Ascendancy at 11:39 see stats
Orcrist
Killed the leaders of the Orc Pride.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 50
80th Haze 123rd year of Ascendancy at 01:19 see stats
Poisonous
Sided with the assassin lord.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 18
1st Time of Equilibrium 122nd year of Ascendancy at 14:05 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 50
49th Haze 123rd year of Ascendancy at 16:30 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 26
50th Regrowth 123rd year of Ascendancy at 06:01 see stats
Size is everything
Did over 1500 damage in one attack.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 42
19th Haze 123rd year of Ascendancy at 06:43 see stats
Size matters
Did over 600 damage in one attack.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 25
46th Regrowth 123rd year of Ascendancy at 18:03 see stats
Sliders
Activated a portal using the Orb of Many Ways.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 35
11st Dusk 123rd year of Ascendancy at 00:01 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 50
6th Decay 123rd year of Ascendancy at 22:21 see stats
The Arena
Unlocked Arena mode.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 7
79th Pyre 122nd year of Ascendancy at 07:26 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 50
80th Haze 123rd year of Ascendancy at 06:11 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 18
34th Haze 122nd year of Ascendancy at 05:54 see stats
The Sun Still Shines
Aeryn survived the last battle.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 50
6th Decay 123rd year of Ascendancy at 22:25 see stats
The secret city
Discovered the truth about mages.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 15
66th Dusk 122nd year of Ascendancy at 17:16 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 38
48th Dusk 123rd year of Ascendancy at 05:10 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 26
65th Regrowth 123rd year of Ascendancy at 22:28 see stats
Treasure Hunter
Amassed 1000 gold pieces.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 16
70th Dusk 122nd year of Ascendancy at 06:04 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By defend the shire (not legally lord of the rings) the Halfling Skirmisher level 32
79th Pyre 123rd year of Ascendancy at 10:57 see stats
Log
Talent Track is ready to use.
Defend the shire (not legally lord of the rings) uses Track.
Talent Track is ready to use.
Defend the shire (not legally lord of the rings) uses Track.
Rested for 44 turns (stop reason: all resources and life at maximum).
Talent Track is ready to use.
Defend the shire (not legally lord of the rings) uses Track.
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Talent Track is ready to use.
Defend the shire (not legally lord of the rings) uses Track.
Rested for 16 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Talent Track is ready to use.
Defend the shire (not legally lord of the rings) uses Track.
Ran for 13 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 17 turns (stop reason: interesting terrain).
Talent Track is ready to use.
Defend the shire (not legally lord of the rings) uses Track.














































































































































































