










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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: 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:
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: 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 | Skeleton |
| Class | Arcane Blade |
| Level / Exp | 50 / 1585% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 14 on the 28th Haze 122nd year of Ascendancy at 18:43 2 / 5Killed by Xeridhevena the snow giant chieftain at level 20 on the 23rd Regrowth 123rd year of Ascendancy at 12:32 Killed by Poltergeist Tirakai's Maul at level 21 on the 33rd Regrowth 123rd year of Ascendancy at 10:33 Killed by Poltergeist Bloomsoul at level 22 on the 34th Regrowth 123rd year of Ascendancy at 04:28 Killed by Yaktr the champion of Urh'Rok at level 50 on the 26th Pyre 124th year of Ascendancy at 04:59 |
Primary Stats
| Strength | 67 (base 22) |
| Dexterity | 109 (base 60) |
| Constitution | 28 (base 17) |
| Magic | 147 (base 60) |
| Willpower | 43 (base 14) |
| Cunning | 137 (base 66) |
Resources
| Life | 1530/1530 |
| Mana | 461/461 |
| Stamina | 290/290 |
| Healing Factor | 1.2456298990388 |
| Regeneration | 0.31140747475969 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +41.20512205326% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -998 |
| Infravision | 9 |
| See Stealth | 50.68257532621 |
| See Invisible | 70.68257532621 |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 76 |
| Crit Chance | 67% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 76 |
| Crit Chance | 80% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 105 |
| Crit Chance | 91% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +27% |
| Blight | +36% |
| Arcane | +27% |
| Cold | +37% |
| All | +12% |
| Lightning | +120% |
| Temporal | +32% |
| Physical | +16% |
| Darkness | +33% |
| Fire | +24% |
| Nature | +21% |
Offense: Damage Penetration
| Nature | +20% |
| Lightning | +30% |
| Arcane | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 47.131321458696 (39.516728982928%) |
| Defense | 67 |
| Ranged Defense | 76 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 55 |
| Mental Save | 68 |
Defense: Resistances
| Acid | + 48%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 39%( 70%) |
| Cold | + 39%( 70%) |
| All | + 28%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 52%( 80%) |
| Temporal | + 42%( 70%) |
| Fire | + 34%( 70%) |
| Physical | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 60% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 0% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 22% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1214 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 158 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 228 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 840 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 15 up to 6 times. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Superiority | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.40 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| talent | Arcane Shield |
| talent | Thunderstorm |
| talent | Defensive Posture |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Fiery Hands |
| talent | Shielding |
| talent | Stone Skin |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 Magic by +5. | done |
You failed to protect the lone alchemist from death by bones and zaps and bones. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)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 Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved Magic 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1976. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Isluwe the Cleansebait (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Spell.pwr +10 (+1 eff.) S.pwr/crit +4 Dmg.mod +9% nature +9% blight Res.pen +20% arcane Melee Ret 4 nature ----- def ----- Armour +5 Fatigue -10% Resists +12% acid Phys.save +29 (+9 eff.) Spell.save +14 (+5 eff.) Mind.save +15 (+3 eff.) Silence- +50% Confus- +50% Stun/Frz- +50% ---------- misc Max.enc +39 Mana/s.crit +2.00 Vim/s.crit +2.00 A pair of boots made of leather. |
| Light source | DĂșathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
| On head | Zanolathakath the Barkstar (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +15% lightning Res.pen +20% nature +15% lightning Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Defense +2 (+0 eff.) Resists +9% lightning ---------- misc Mana/turn +2.10 Mana/ret +1.50 Max.mana +82.00 Manaflow: Puts all charms on 31 cooldown Level 2.0 Pwr.cost 31 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 21 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | Glacierwaker [power 3] (19 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +21% cold Melee Ret 10 darkness ----- def ----- Mind.save +9 (+2 eff.) ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | voratun ring 'Obsidianpassion'0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +8 Wil +15 Cun dps ---------- Spell.pwr +12 (+2 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +6% darkness +20% temporal ----- def ----- Resists +3% light +20% temporal Crit.dmg- 5.00% Phys.save +12 (+4 eff.) Pinning- +20% Teleport- +22% Rings make your fingers look great! |
| On fingers | Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+1 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.4 Pwr.cost 5 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 356.91 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| Around neck | Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+1 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
| In main hand | magewarrior's short dragonbone magestaff of greater warding (30-36 power, 6 apr, lightning element)5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +7% Phys.pwr +10 (+2 eff.) Spell.pwr +21 (+3 eff.) Dmg.mod +30% lightning Acc +11 (+3 eff.) ----- def ----- Armour +9 Defense +9 (+2 eff.) ---------- misc Wards +3 lightning Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
| In off hand | Life Drinker (42-55 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 31 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 28.28 acid and 30.29 blight damage. If not cleared after five turns it will inflict 171.98 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
| Cloak | elven-silk cloak 'Haruigrim' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Str +9 Dex +4 Cun +6 Con ----- def ----- Defense +3 (+0 eff.) Resists +16% acid +2% physical +9% blight +9% fire +15% cold +16% lightning Phys.save +14 (+5 eff.) Spell.save +14 (+5 eff.) Mind.save +15 (+3 eff.) Die.at -50.00 life Heal.mod +10% ---------- misc Stam/turn +1.50 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+3 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
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. |
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 77.64 physical damage and 161.98 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 514; 16 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; mental, physical; dur 2; 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 cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; mental; dur 3; 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 cure yourself of one random mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 6; phase 25; cd 19)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (322.00 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 (87% of a turn) Is a spell Description: Inflicts 425.04 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. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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 (87% 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. |
shatter afflictions rune of the sneak (absorb 253; cd 17)0.1 rune scroll [Ego] Arcane 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 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 253 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 228; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 228 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 70; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. 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 |
shielding rune (absorb 337; dur 7; cd 17)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 337 damage for 7 turns. 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 |
shielding rune of the sneak (absorb 843; dur 5; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 843 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
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 (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 27 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 272 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- S.pwr/crit +2 ---------- misc Mana/turn +0.13 Max.mana +20.00 Amulets make your neck look great! |
Betidakira0.1 T3 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +6 Mag dps ---------- Spell.crit +7% Crit.mult +13.00% Spell.pwr +23 (+3 eff.) Dmg.mod +5% temporal +6% light +9% blight +5% fire +6% physical +6% darkness Res.pen +5% blight ----- def ----- Resists +12% mind Confus- +35% Amulets make your neck look great! |
Cyrorin the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +4 Mag +5 Cun +4 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +6% physical Apr +4 ---------- misc Stam/turn +2.00 Max.stam +30.00 Amulets make your neck look great! |
stralite amulet of perfection (0.28 Spell / Enhancement,0.28 Spell / Air)0.1 T4 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.28 Spell/Enhancement +0.28 Spell/Air Amulets make your neck look great! |
wanderer's stralite amulet of willpower (+7)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Dex +7 Wil +6 Cun +7 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -8% HP.reg +1.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
clarifying voratun amulet of vision0.1 T5 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +27% mind Blind- +24% Confus- +47% ---------- misc Infravis +9 Sight +2 See.Invis +12 Amulets make your neck look great! |
serendipitous voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +17 Lck dps ---------- Crit.mult +16.00% Spell.pwr +11 (+1 eff.) Dmg.mod +11% blight +13% fire Acc +15 (+4 eff.) ----- def ----- Defense +17 (+4 eff.) Unseen.red 19% Amulets make your neck look great! |
serendipitous voratun amulet of vision0.1 T5 amulet jewelry [Ego++] Nature While equipped: Stats +11 Lck dps ---------- Acc +20 (+5 eff.) ----- def ----- Defense +10 (+2 eff.) Unseen.red 17% Blind- +28% ---------- misc Infravis +6 Sight +2 See.Invis +13 Amulets make your neck look great! |
wanderer's voratun amulet of perfection (0.38 Spell / Conveyance,0.38 Technique / Shield offense)0.1 T5 amulet jewelry [Ego++] Master While equipped: Stats +8 Dex +3 Cun +8 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +4.00 ---------- misc Stam/turn +1.50 Masteries +0.38 Spell/Conveyance +0.38 Technique/Shield offense 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. |
Ivawe the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Resists +6% lightning +11% mind +5% arcane Die.at -80.00 life Rings make your fingers look great! |
psionicist's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Mind.save +6 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) Blind- +21% ---------- misc Infravis +4 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 38 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Aerynne0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Mag dps ---------- Spell.pwr +5 (+0 eff.) Dmg.mod +9% blight Res.pen +15% arcane Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 51% ----- def ----- Max.HP +32.00 Disarm- +25% Pinning- +28% Knockbk- +29% ---------- misc Vim/s.crit +2.00 Rings make your fingers look great! |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +5 Dex dps ---------- Dmg.mod +12% lightning +14% fire Acc +8 (+2 eff.) ----- def ----- Resists +3% lightning +31% fire Max.HP +63.00 HP.reg +8.00 Heal.mod +12% 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? |
wizard's gold ring0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) 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 (+3 eff.) Mind.save +10 (+2 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. |
conjurer's voratun ring of luminosity0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +14 Mag +7 Wil dps ---------- Spell.pwr +11 (+1 eff.) Melee+ 21 light Ranged+ 32 light Dmg.mod +15% light Rings make your fingers look great! |
savage's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +3 Con ----- def ----- Spell.save +15 (+5 eff.) Max.HP +72.00 HP.reg +12.00 Heal.mod +17% ---------- misc Max.stam +26.00 Rings make your fingers look great! |
voratun ring of life0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +90.00 HP.reg +19.00 Heal.mod +16% Rings make your fingers look great! |
magewarrior's short elm magestaff of breaching (10-12 power, 2 apr, lightning element)5.0 T1 staff 1H weapon [Ego++] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +4% Phys.pwr +6 (+1 eff.) Spell.pwr +9 (+1 eff.) Dmg.mod +10% lightning Res.pen +5% lightning Acc +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff (20-24 power, 4 apr, cold element)5.0 T3 staff 1H weapon [Ego+] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +6% Phys.pwr +6 (+1 eff.) Spell.pwr +15 (+2 eff.) Dmg.mod +20% cold Acc +8 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood magestaff of channeling (25-30 power, 5 apr, lightning element)5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +6% Phys.pwr +9 (+2 eff.) Spell.pwr +26 (+4 eff.) Dmg.mod +25% lightning Acc +9 (+3 eff.) ---------- misc Mana/turn +0.25 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 23 cooldown Staves designed for wielders of magic, by the greats of the art. |
short elven-wood magestaff (25-30 power, 5 apr, lightning element)5.0 T4 staff 1H weapon [Ego] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
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 130% 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 (+8 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 152 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." |
dragonbone magestaff of breaching (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% 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 +15 (+2 eff.) Dmg.mod +30% lightning Res.pen +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of invocation (30-36 power, 6 apr, physical element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% 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 +23 (+3 eff.) S.pwr/crit +10 Dmg.mod +30% physical ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 106.02 to 127.23 physical damage Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of protection (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% 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 +15 (+2 eff.) Dmg.mod +30% light ----- def ----- Resists +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone starstaff (30-36 power, 6 apr, physical element)5.0 T5 staff 2H weapon [Ego+] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +22 (+3 eff.) Dmg.mod +30% physical ----- def ----- HP.reg +1.80 Heal.mod +26% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone starstaff (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +24 (+4 eff.) Dmg.mod +30% darkness ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone starstaff of might (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +20% Spell.pwr +24 (+4 eff.) Melee+ 37 arcane Dmg.mod +30% temporal ---------- misc Max.mana +51.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone vilestaff of breaching (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +5% Spell.pwr +24 (+4 eff.) Melee+ 37 arcane Dmg.mod +30% darkness Res.pen +15% darkness ---------- misc Max.mana +89.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced voratun battleaxe of rage (58-87 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Master Power 58.0 - 87.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +7 Str dps ---------- Dmg.mod +21% physical Acc +38 (+9 eff.) ----- def ----- Defense +14 (+3 eff.) Disarm- +64% Massive two-handed battleaxes. |
elemental voratun greatsword of corruption (61-98 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Arcane Power 61.0 - 97.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Death 5 On Hit: * Create an explosion dealing 155 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +30% acid Res.pen +37% acid Massive two-handed swords. |
quick voratun greatsword of shearing (62-98 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Master Power 61.5 - 98.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Dex dps ---------- Phys.spd +10% Res.pen +19% all Acc +54 (+12 eff.) Apr +19 Massive two-handed swords. |
voratun greatsword of rage (63-101 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 63.0 - 100.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Str dps ---------- Dmg.mod +17% physical Acc +27 (+6 eff.) Massive two-handed swords. |
voratun greatsword of ruin (62-99 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 62.0 - 99.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Crit.mult +33.00% Apr +20 Massive two-handed swords. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+0 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Blade of Distorted Time (40-56 power, 40 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 167 temporal damage and slows enemies in radius 6 of the target by 177% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 4.0 Pwr.cost 8 out of 10/10. Range 8 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
caustic voratun longsword of crippling (42-58 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 41.5 - 58.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +14 acid +40 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Res.pen +23% acid +16% nature Apr +12 Sharp, long, and deadly. |
caustic voratun longsword of massacre (60-83 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Nature/Master Power 59.5 - 83.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +8 acid +34 nature While equipped: dps ---------- Res.pen +22% acid +13% nature Apr +12 Sharp, long, and deadly. |
arcing voratun waraxe of torment (39-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Psionic Power 39.0 - 54.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 155 damage One-handed war axes. |
caustic voratun waraxe (38-54 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Nature Power 38.5 - 53.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +23 acid +45 nature While equipped: dps ---------- Res.pen +24% acid +23% nature Apr +11 One-handed war axes. |
chilling voratun waraxe of massacre (50-71 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane/Master Power 50.5 - 70.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +30 cold One-handed war axes. |
hateful voratun waraxe of enduring (40-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Nature/Psionic Power 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 darkness Against +20% Living While equipped: Stats +9 Con +13 Wil ----- def ----- Max.HP +50.00 One-handed war axes. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 16 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 271.04 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Chamaregoleg (24-32 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 24.5 - 31.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +2 Cun +2 Wil dps ---------- Crit.mult +10.00% ----- def ----- Resists +9% lightning +6% nature Sharp, short and deadly. |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Duathelkiller of the Blightspawn (24-31 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 24.0 - 31.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +11 cold On Hit.r1 +8 mind +16 cold On Hit: 20% Netherblast 3 On Crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +7 (+1 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 32 On Spell Hit: 20% Netherblast 3 Sharp, short and deadly. |
Scorpionswift the dwarven-steel dagger (29-38 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 29.0 - 37.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +20 nature While equipped: Stats +4 Cun +9 Mag Sharp, short and deadly. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
enhanced dwarven-steel dagger of rage (20-26 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +7 Str +4 Dex +5 Mag +3 Wil +6 Cun +3 Con dps ---------- Dmg.mod +7% physical Acc +10 (+3 eff.) Sharp, short and deadly. |
truestriking dwarven-steel dagger of enduring (20-27 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 20.5 - 26.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Con +7 Wil dps ---------- Res.pen +5% physical Acc +6 (+2 eff.) Apr +7 ----- def ----- Max.HP +52.00 Sharp, short and deadly. |
Icy Kill (35-46 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
elemental voratun dagger of ruin (39-51 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Arcane/Master Power 39.0 - 50.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Create an explosion dealing 155 fire damage (1/turn) While equipped: dps ---------- Phys.crit +10.0% Crit.mult +21.00% Dmg.mod +28% fire Res.pen +16% fire Apr +11 Sharp, short and deadly. |
plaguebringer's voratun dagger of shearing (39-51 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Arcane/Master Power 39.0 - 50.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 blight On Hit: 20% Epidemic 5 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 41 While equipped: dps ---------- Res.pen +10% all Acc +16 (+4 eff.) Apr +9 ----- def ----- Disease- +16% Sharp, short and deadly. |
quick voratun dagger (37-48 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 37.0 - 48.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +19 (+5 eff.) Sharp, short and deadly. |
absorbing living mindstar of sand (16-17 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 13 physical Dmg.mod +11% physical Res.pen +13% physical ----- def ----- Resists +25% lightning +15% physical +21% cold +24% fire ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Aryldath' (16-17 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +7% Crit.mult +15.00% Mind.pwr +17 (+5 eff.) Dmg.mod +10% mind +5% nature ----- def ----- Resists +4% blight +6% temporal Disease- +14% ---------- misc Psi/m.crit +1.00 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. |
living mindstar of sand (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 19 physical Dmg.mod +15% physical Res.pen +8% physical ----- def ----- Resists +12% physical ---------- misc 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. |
resonating living mindstar of gales (17-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% lightning +8% cold +6% mind +12% physical Res.pen +9% mind ----- def ----- Defense +36 (+9 eff.) Resists +9% mind Dmg.Resnn +18% Pinning- +35% ---------- misc Psi/ret +1.50 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. |
mage-hunter's dragonbone longbow of dexterity (+9)4.0 T5 longbow 2H weapon [Ego+] Disrupt/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +9 Dex +8 Wil +11 Cun dps ---------- Mind.pwr +12 (+4 eff.) Res.pen +14% physical On Hit (Ranged): * 24 arcane resource burn ---------- misc Masteries +0.30 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
mighty dragonbone longbow of recursion4.0 T5 longbow 2H weapon [Ego+] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: Stats +6 Str dps ---------- Phys.pwr +18 (+4 eff.) Longbows are used to shoot arrows at your foes. |
blazebringer's drakeskin leather sling4.0 T5 sling 1H weapon [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +61 fire While equipped: dps ---------- All.spd +7% Res.pen +22% fire Slings are used to hurl stones or metal shots at your foes. |
Quiver of Domination (20/20, 24-34 power, 8 apr)3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Quiver of the Sun (25/25, 34-48 power, 15 apr)3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Arkul's Siege Arrows (14/14, 68-95 power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 70% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
barbed quiver of dragonbone arrows of corruption (22/22, 72-101 power, 18 apr)3.0 T5 arrow ammo [Ego++] Arcane/Master Power 72.0 - 100.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +21.0% Capacity 22 On Hit: 20% Curse of Impotence 5 On Crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce 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% Cun 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. |
barbed pouch of voratun shots of torment (23/23, 70-85 power, 6 apr)3.0 T5 shot ammo [Ego++] Master/Psionic Power 70.5 - 84.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +19.0% Capacity 23 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
scouring voratun shield of earthen fury (0 def, 21 armour, 199 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature/Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Con dps ---------- Melee+ 11 acid 23 nature On Hit (Melee): * 22 arcane resource burn On Melee Ret: * 14 arcane resource burn ----- def ----- Armour +21 Fatigue +8% Resists +11% acid +14% nature ---------- misc Talents +1 Block Handheld deflection devices. |
Burnbreak (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Psionic While equipped: Stats +9 Mag +10 Wil dps ---------- Dmg.mod +13% mind +3% fire ----- def ----- Resists +5% arcane +18% fire +13% mind +9% all ---------- misc Mana/turn +0.27 Psi/turn +0.26 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+2 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 12 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
dispeller's elven-silk robe of Linaniil (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.crit +12% Spell.pwr +30 (+5 eff.) ----- def ----- Resists +10% lightning +9% darkness +8% light +10% blight +11% fire +12% cold +15% all Phys.save +15 (+5 eff.) Spell.save +40 (+11 eff.) Mind.save +17 (+4 eff.) ---------- misc Mana/turn +0.40 Max.mana +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +23% acid +18% physical +23% fire +25% cold ----- def ----- Resists +17% acid +11% physical +20% darkness +17% cold +17% fire +17% mind +15% all Phys.save +17 (+6 eff.) Spell.save +17 (+5 eff.) Mind.save +26 (+6 eff.) ---------- misc Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of lightning (+16%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +15% all Mind.save +24 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed elven-silk robe of light (+58%) (7 def, 6 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +51% light ----- def ----- Armour +6 Defense +7 (+1 eff.) Resists +10% darkness +58% light +15% all Max.HP +46.00 ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearforged voratun mail armour of temporal resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +7 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +24% Resists +23% temporal +10% fire +14% darkness -20% light Phys.save +8 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+2 eff.) A suit of armour made of mail. |
impenetrable voratun mail armour of the deep (5 def, 34 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +34 Defense +5 (+1 eff.) Fatigue +12% Resists +10% acid +10% cold ---------- misc Breathe water A suit of armour made of mail. |
radiant voratun mail armour of natural resilience (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Disrupt While equipped: Stats +4 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +44% blight +20% nature +28% darkness D.Red.from +12% Unnatural ---------- misc Light +1 A suit of armour made of mail. |
searing voratun plate armour of delving (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego++] Arcane/Master While equipped: Stats +9 Str dps ---------- Melee+ 23 acid 19 fire Melee Ret 14 acid 14 fire ----- def ----- Armour +16 Fatigue +22% Resists +27% acid +14% physical +16% darkness +24% fire ---------- misc Light +1 Track: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
blurring rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Defense +9 (+2 eff.) Spell.save +5 (+2 eff.) Stealth +5 ---------- misc Size +1 A belt that goes around your waist. |
Xanyvena the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: Stats +6 Str dps ---------- Phys.crit +2.0% Spell.pwr +5 (+0 eff.) Dmg.mod +6% temporal Acc +15 (+4 eff.) ----- def ----- Phys.save +6 (+2 eff.) Mind.save +9 (+2 eff.) A belt that goes around your waist. |
balancing hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +5 Mag +5 Wil +5 Cun dps ---------- Phys.crit +11.0% Spell.crit +4% Mind.crit +8% A belt that goes around your waist. |
Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+3 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Nimbuswarden1.0 T5 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +12% darkness Res.pen +20% lightning Melee Ret 4 lightning On Hit (Melee): * 21% chance to reduce damage dealt by 26% ----- def ----- Resists +23% lightning +15% temporal +12% darkness +18% fire A belt that goes around your waist. |
drakeskin leather belt of the vagrant1.0 T5 belt armor [Ego+] Nature While equipped: Stats +5 Con dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Mind.save +13 (+3 eff.) A belt that goes around your waist. |
linen cloak 'Glitterbolt' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Cun +1 Con ----- def ----- Defense +1 (+0 eff.) ---------- misc Equi/ret +0.08 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hailknight (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Dmg.mod +3% cold Melee Ret 10 cold On Hit (Melee): * 20% chance to reduce damage dealt by 26% * 20% chance to reduce armor by 51% ----- def ----- Defense +2 (+0 eff.) Resists +3% darkness +9% cold Spell.save +11 (+4 eff.) ---------- misc Max.mana +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Wil +4 Cun +3 Con dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+0 eff.) Phys.save +9 (+3 eff.) Max.HP +70.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of sorcery (2 def, 7 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +5% ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Arcane While equipped: Stats +5 Mag +1 Wil ----- def ----- Defense +3 (+0 eff.) Spell.save +15 (+5 eff.) ---------- misc Max.mana +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed elven-silk cloak of backstabbing (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Crit.mult +24.00% Acc +11 (+3 eff.) Apr +15 ----- def ----- Defense +3 (+0 eff.) Resists +9% acid +6% fire +10% lightning +9% cold Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+0 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Hailvenom (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Spell.pwr +4 (+0 eff.) Dmg.mod +12% cold Res.pen +5% physical Apr +3 ----- def ----- Armour +1 A pair of boots made of leather. |
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 (+0 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. |
Nightwilter the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Lck +5 Dex dps ---------- Melee Ret 2 darkness ----- def ----- Armour +3 Resists +3% acid +9% temporal Stealth +10 Cut- +20% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 16 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
undeterred pair of hardened leather boots of spellbinding (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane While equipped: Stats +2 Mag ----- def ----- Armour +3 Silence- +33% Confus- +26% Stun/Frz- +25% ---------- misc Spell.cld 10% A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 312 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 19 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Flashnigh (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Mag +4 Wil +4 Con dps ---------- Phys.crit +5.0% Phys.pwr +6 (+1 eff.) Spell.pwr +12 (+2 eff.) Res.pen +13% physical +25% arcane +15% fire Melee Ret 6 acid 6 fire ----- def ----- Armour +5 Resists +6% arcane Blink to a nearby random location (rad 15) Puts all charms on 19 cooldown A pair of boots made of leather. |
miner's pair of drakeskin leather boots of speed (0 def, 14 armour)2.0 T5 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +14 ---------- misc Infravis +2 A pair of boots made of leather. |
pair of drakeskin leather boots 'Abyssorder' (21 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +18 Dex +4 Mag +4 Wil +10 Lck dps ---------- Dmg.mod +21% fire Res.pen +10% fire ----- def ----- Armour +5 Defense +21 (+5 eff.) Resists +9% fire Stealth +11 Blink to a nearby random location (rad 12) Puts all charms on 19 cooldown A pair of boots made of leather. |
Pitchbraid the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +7 (+1 eff.) S.pwr/crit +10 Dmg.mod +27% blight ----- def ----- Armour +4 Fatigue +3% Resists +6% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- 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 25 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. |
undeterred pair of voratun boots of speed (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +4% Silence- +30% Confus- +50% Stun/Frz- +32% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Brodykalthothad the Carrionparry (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 5 nature Dmg.mod +3% nature On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Armour +2 Resists +5% nature HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Unarmed combat: Power 21.5 - 23.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +5 nature On Hit: 10% Nightmare 3 On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hettifast the Crackleumbra (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Melee+ 9 lightning Dmg.mod +5% lightning Res.pen +20% lightning +5% mind ----- def ----- Armour +2 Resists +7% lightning ---------- misc Light +3 Infravis +3 See.Invis +9 Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +8 lightning On Hit: 10% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
aegis cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +4 (+0 eff.) ----- def ----- Defense +2 (+0 eff.) Shield.pwr +7% HP.reg +2.00 A pointy cloth hat, very wizardly... |
aegis elven-silk wizard hat of light (+15%) (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Defense +3 (+0 eff.) Resists +15% light Shield.pwr +15% HP.reg +5.40 A pointy cloth hat, very wizardly... |
augmenting elven-silk wizard hat of decomposition (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +11% acid +12% lightning +9% cold +9% arcane +14% fire ----- def ----- Defense +3 (+0 eff.) Resists +8% lightning +4% temporal +7% light +7% fire +7% nature +7% acid +7% blight +4% cold +6% darkness A pointy cloth hat, very wizardly... |
Durumahek the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Mag +2 Wil dps ---------- S.pwr/crit +4 Dmg.mod +6% blight ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.vim +10.00 A cap made of leather. |
Emumira the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +9% mind Max.HP +20.00 Teleport- +10% A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
leafwalker's drakeskin leather cap of the bounder (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +8 Str +7 Dex ----- def ----- Armour +5 Fatigue +5% Resists +12% nature Spell.save +8 (+3 eff.) Max.HP +103.00 Heal.mod +10% 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 319.6 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 cap made of leather. |
prismatic drakeskin leather cap of strength (+7) (0 def, 5 armour)2.0 T5 head armor [Ego] Nature/Master While equipped: Stats +7 Str ----- def ----- Armour +5 Fatigue +5% Resists +15% light +18% darkness A cap made of leather. |
Helldare (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +6% fire ----- def ----- Armour +3 Fatigue +5% ---------- misc Stam/turn +3.00 Max.psi +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Crown of Burning Pain (4 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +1 Cun +1 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Defense +4 (+1 eff.) Fatigue +4% Resists +10% fire Meteor Rain: Level 2.0 Pwr.cost 35 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 133.55 fire and 124.52 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
catburglar's voratun helm of absorption (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +8 Dex ----- def ----- Armour +5 Fatigue +5% Resists +22% darkness ---------- misc Stam/ret +1.90 Equi/ret +2.00 Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding voratun helm of the bounder (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +8 Str +8 Dex ----- def ----- Armour +5 Fatigue +5% Resists +11% lightning +11% temporal 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 319.6 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 the bounder (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +14 Str +8 Dex +6 Wil dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +12% physical Phys.save +11 (+4 eff.) 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 319.6 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. |
2 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
13 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
16 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. |
15 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
9 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. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
9 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
9 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. |
20 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. |
33 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. |
31 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. |
20 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
32 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. |
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. |
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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 23 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. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
505 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. |
39 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Strikeglean'2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun dps ---------- Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Max.HP +40.00 ---------- misc Max.psi +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Erelukhad the Bogbender1.0 T5 lite [Random Unique] Arcane/Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +10% darkness Melee Ret 4 nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +14% blight +15% light Affinity +5% darkness Phys.save +11 (+4 eff.) HP.reg +14.00 Heal.mod +36% Knockbk- +22% ---------- misc Light +5 Infravis +5 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 358.40 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal dwarven lantern of the moons0.0 T5 lite [Ego++] Arcane While equipped: Stats +7 Mag dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% darkness ----- def ----- Resists +11% light Affinity +5% darkness ---------- misc Light +7 Infravis +5 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 358.40 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
scorching dwarven lantern of clarity1.0 T5 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 29 fire ----- def ----- Resists +7% fire Mind.save +10 (+2 eff.) ---------- misc Light +5 See.Stealth +9 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +3 Cun +2 Str dps ---------- Acc +5 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of the Iron Throne (dig speed 12 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Max.HP +28.00 ---------- misc Max.stam +15.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 12 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
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 153 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 953.48 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 19 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Hettudur [power 110] (12 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Cun +3 Con dps ---------- Mind.crit +2% On Hit (Melee): * 20% chance to reduce armor by 51% ---------- misc Psi/ret +0.16 Max.psi +50.00 Blast the opponent's mind dealing 123 mind damage and silencing them for 4 turns Puts all charms on 12 cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Vorobretira the Smolderpanic [power 100] (12 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Mag +3 Wil dps ---------- Res.pen +15% fire ---------- misc See.Invis +3 Blast the opponent's mind dealing 112 mind damage and silencing them for 4 turns Puts all charms on 12 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (19 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful iron torque of mindblast [power 105] (12 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 118 mind damage and silencing them for 4 turns Puts all charms on 12 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (19 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
Flashwilter [power 255] (12 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +25% lightning Melee Ret 6 arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 41 ----- def ----- Resists +18% blight +6% lightning Blast the opponent's mind dealing 286 mind damage and silencing them for 4 turns Puts all charms on 12 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
extending voratun torque of mindblast [power 415] (12 cooldown)2.0 T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 465 mind damage and silencing them for 4 turns Puts all charms on 12 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
quick voratun torque of gale force [power 280] (8 cooldown)2.0 T5 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 325 physical damage Puts all charms on 8 cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing elm totem of healing [power 110] (12 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 12 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of stinging [power 374] (12 cooldown)2.0 T5 totem charm [Ego] Nature Sting an enemy dealing 453 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
Flameransom the yew wand of clairvoyance [power 11] (12 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +1 Dex +4 Mag +1 Con ----- def ----- Resists +5% arcane +6% fire ---------- misc Light +1 See.Invis +6 Wards +3 lightning +4 cold +3 light +3 arcane Talents +1 Ward Reveal the area around you, dispelling darkness (radius 11, power 102 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful yew wand of shielding [power 284] (16 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 413 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown 100% to increase all damage by 12% for 2 turns. 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 632] (23 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 919 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 23 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing dragonbone wand of shielding [power 434] (16 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 631 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown 100% to increase all damage penetration by 27% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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 bones and zaps and bones the Skeleton Arcane Blade level 33
78th Dusk 123rd year of Ascendancy at 08:51 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By bones and zaps and bones the Skeleton Arcane Blade level 45
63rd Regrowth 124th year of Ascendancy at 13:45 see stats
Arachnophobia
Destroyed the spydric menace.By bones and zaps and bones the Skeleton Arcane Blade level 36
10th Haze 123rd year of Ascendancy at 07:22 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 bones and zaps and bones the Skeleton Arcane Blade level 42
60th Regrowth 124th year of Ascendancy at 07:26 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By bones and zaps and bones the Skeleton Arcane Blade level 41
23rd Regrowth 124th year of Ascendancy at 03:23 see stats
Brave new world
Went to the Far East and took part in the war.By bones and zaps and bones the Skeleton Arcane Blade level 35
6th Haze 123rd year of Ascendancy at 18:45 see stats
Bringer of Doom
Killed a Bringer of Doom.By bones and zaps and bones the Skeleton Arcane Blade level 17
41st Haze 122nd year of Ascendancy at 09:01 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By bones and zaps and bones the Skeleton Arcane Blade level 14
16th Haze 122nd year of Ascendancy at 00:05 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By bones and zaps and bones the Skeleton Arcane Blade level 49
1st Pyre 124th year of Ascendancy at 10:47 see stats
Destroyer's bane
Killed Golbug the Destroyer.By bones and zaps and bones the Skeleton Arcane Blade level 34
3rd Haze 123rd year of Ascendancy at 18:19 see stats
Deus Ex Machina
Found the Blood of Life and the four unique inscriptions: Primal Infusion, Infusion of Wild Growth, Rune of Reflection and Rune of the Rift.By bones and zaps and bones the Skeleton Arcane Blade level 37
14th Haze 123rd year of Ascendancy at 05:56 see stats
Dragon's Greed
Amassed 8000 gold pieces.By bones and zaps and bones the Skeleton Arcane Blade level 48
1st Time of Balance 124th year of Ascendancy at 02:01 see stats
Earth Master
Killed Harkor'Zun.By bones and zaps and bones the Skeleton Arcane Blade level 19
20th Regrowth 123rd year of Ascendancy at 23:17 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By bones and zaps and bones the Skeleton Arcane Blade level 50
34th Pyre 124th year of Ascendancy at 01:22 see stats
Exterminator
Killed 1000 creatures.By bones and zaps and bones the Skeleton Arcane Blade level 17
42nd Haze 122nd year of Ascendancy at 09:30 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By bones and zaps and bones the Skeleton Arcane Blade level 24
54th Regrowth 123rd year of Ascendancy at 15:30 see stats
Fear me not!
Survived the Fearscape!By bones and zaps and bones the Skeleton Arcane Blade level 27
54th Pyre 123rd year of Ascendancy at 04:20 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By bones and zaps and bones the Skeleton Arcane Blade level 50
21st Pyre 124th year of Ascendancy at 04:46 see stats
Got eggs?
Finish the Pikataclysm event.By bones and zaps and bones the Skeleton Arcane Blade level 40
2nd Decay 123rd year of Ascendancy at 22:05 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By bones and zaps and bones the Skeleton Arcane Blade level 26
9th Pyre 123rd year of Ascendancy at 17:11 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 bones and zaps and bones the Skeleton Arcane Blade level 43
60th Regrowth 124th year of Ascendancy at 11:33 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 bones and zaps and bones the Skeleton Arcane Blade level 33
71st Dusk 123rd year of Ascendancy at 17:01 see stats
Level 10
Got a character to level 10.By bones and zaps and bones the Skeleton Arcane Blade level 10
10th Flare 122nd year of Ascendancy at 18:42 see stats
Level 20
Got a character to level 20.By bones and zaps and bones the Skeleton Arcane Blade level 20
21st Regrowth 123rd year of Ascendancy at 07:00 see stats
Level 30
Got a character to level 30.By bones and zaps and bones the Skeleton Arcane Blade level 30
62nd Dusk 123rd year of Ascendancy at 16:23 see stats
Level 40
Got a character to level 40.By bones and zaps and bones the Skeleton Arcane Blade level 40
2nd Decay 123rd year of Ascendancy at 17:23 see stats
Level 50
Got a character to level 50.By bones and zaps and bones the Skeleton Arcane Blade level 50
2nd Pyre 124th year of Ascendancy at 21:07 see stats
Orcrist
Killed the leaders of the Orc Pride.By bones and zaps and bones the Skeleton Arcane Blade level 50
19th Pyre 124th year of Ascendancy at 17:42 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By bones and zaps and bones the Skeleton Arcane Blade level 50
8th Pyre 124th year of Ascendancy at 02:45 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By bones and zaps and bones the Skeleton Arcane Blade level 19
6th Decay 122nd year of Ascendancy at 12:16 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By bones and zaps and bones the Skeleton Arcane Blade level 26
68th Regrowth 123rd year of Ascendancy at 02:42 see stats
Size is everything
Did over 1500 damage in one attack.By bones and zaps and bones the Skeleton Arcane Blade level 35
7th Haze 123rd year of Ascendancy at 14:12 see stats
Size matters
Did over 600 damage in one attack.By bones and zaps and bones the Skeleton Arcane Blade level 22
34th Regrowth 123rd year of Ascendancy at 07:36 see stats
Sliders
Activated a portal using the Orb of Many Ways.By bones and zaps and bones the Skeleton Arcane Blade level 35
3rd Haze 123rd year of Ascendancy at 19:29 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By bones and zaps and bones the Skeleton Arcane Blade level 50
34th Pyre 124th year of Ascendancy at 01:20 see stats
The Arena
Unlocked Arena mode.By bones and zaps and bones the Skeleton Arcane Blade level 8
3rd Flare 122nd year of Ascendancy at 14:24 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By bones and zaps and bones the Skeleton Arcane Blade level 18
80th Haze 122nd year of Ascendancy at 01:52 see stats
The Sun Still Shines
Aeryn survived the last battle.By bones and zaps and bones the Skeleton Arcane Blade level 50
34th Pyre 124th year of Ascendancy at 01:22 see stats
The bigger the better!
Did over 3000 damage in one attack.By bones and zaps and bones the Skeleton Arcane Blade level 50
3rd Pyre 124th year of Ascendancy at 02:20 see stats
The secret city
Discovered the truth about mages.By bones and zaps and bones the Skeleton Arcane Blade level 10
9th Dusk 122nd year of Ascendancy at 16:17 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By bones and zaps and bones the Skeleton Arcane Blade level 37
36th Haze 123rd year of Ascendancy at 10:13 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By bones and zaps and bones the Skeleton Arcane Blade level 29
61st Dusk 123rd year of Ascendancy at 14:56 see stats
Treasure Hunter
Amassed 1000 gold pieces.By bones and zaps and bones the Skeleton Arcane Blade level 20
23rd Regrowth 123rd year of Ascendancy at 21:24 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By bones and zaps and bones the Skeleton Arcane Blade level 32
68th Dusk 123rd year of Ascendancy at 10:22 see stats
Log
Bones and zaps and bones uses Track.
Talent Track is ready to use.
Bones and zaps and bones uses Track.
Rested for 45 turns (stop reason: all resources and life at maximum).
Bones and zaps and bones picks up (5.): quick voratun greatsword of shearing (62-98 power, 4 apr).
Bones and zaps and bones picks up ( .): ethereal dwarven lantern of the moons.
Bones and zaps and bones picks up ( .): drakeskin leather belt of the vagrant.
Bones and zaps and bones picks up (e.): wild infusion (res 20%; mental; dur 3; cd 10).
Talent Track is ready to use.
Bones and zaps and bones uses Track.
Ran for 11 turns (stop reason: interesting terrain).
You pickup 0.55 gold pieces.
Bones and zaps and bones picks up ( .): warlord's voratun helm of the bounder (0 def, 5 armour).
There is no portal to activate here.
Resting starts...
Rested for 7 turns (stop reason: all resources and life at maximum).
Talent Track is ready to use.
Bones and zaps and bones uses Track.
Ran for 13 turns (stop reason: interesting terrain).
Talent Track is ready to use.
Bones and zaps and bones uses Track.
The furious lightning storm around bones and zaps and bones calms down and disappears.
































































































































































































































