











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 50 / 1657% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 17 on the 61st Dusk 122nd year of Ascendancy at 09:03 2 / 5Killed by ghoulking at level 35 on the 5th Pyre 123rd year of Ascendancy at 18:16 Killed by Celia at level 36 on the 9th Pyre 123rd year of Ascendancy at 23:48 Killed by Xuth the Flamebringer at level 47 on the 62nd Dusk 123rd year of Ascendancy at 10:58 Killed by Xeldavea the Guardian at level 50 on the 76th Dusk 123rd year of Ascendancy at 04:47 |
Primary Stats
| Strength | 121 (base 60) |
| Dexterity | 93 (base 24) |
| Constitution | 57 (base 11) |
| Magic | 193 (base 60) |
| Willpower | 126 (base 60) |
| Cunning | 102 (base 19) |
Resources
| Life | 1361/1361 |
| Paradox | 300 |
| Steam | 100/100 |
| Healing Factor | 1.3151118176839 |
| Regeneration | 43.069912029148 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | +1.7763568394003E-13% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16.54964786986 |
| See Stealth | 93.503408713001 |
| See Invisible | 109.503408713 |
Offense: Mainhand
| Damage | 360 |
| Accuracy | 91 |
| Crit Chance | 70% |
| APR | 40 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 88 |
| Crit Chance | 47% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 42% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Light | +33% |
| Temporal | +10% |
| Fire | +25% |
| Arcane | +15% |
| Cold | +13% |
| All | +7% |
Offense: Damage Penetration
| Nature | +45% |
| Mind | +33% |
| All | +18% |
Defense: Base
| Armour (hardiness) | 36 (38.594633868923%) |
| Defense | 85 |
| Ranged Defense | 85 |
| Fatigue | 0 |
| Physical Save | 69 |
| Spell Save | 70 |
| Mental Save | 72 |
Defense: Resistances
| Blight | + 47%( 77%) |
| Arcane | + 29%( 77%) |
| Mind | + 45%( 77%) |
| All | + 22%( 77%) |
| Lightning | + 45%( 77%) |
| Light | + 67%( 77%) |
| Temporal | + 44%( 77%) |
| Cold | + 27%( 77%) |
| Fire | + 27%( 77%) |
| Nature | + 29%( 77%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 0% |
| Poison Resistance | 28% |
| Disarm Resistance | 100% |
| Teleport Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| 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 1065 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 146 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 710% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 54 up to 9 times. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Temporal Hounds |
| talent | Weapon Folding |
| talent | Contingency |
| talent | Secrets of the Eternals |
| beneficial effect | Stay put, increasing your armour and defense by 2. Shoes of Moving Slowly |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by naga myrmidon. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 66. | 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, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. 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 have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Shoes of Slowly Moving Quickly (0 def, 0 armour) 2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +6% Phys.save +15 (+4 eff.) Pinning- +600% Knockbk- +125% Teleport- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 3.0 Pwr.cost 15 out of 20/20. Range 10 Travel.spd 100% of base Is a mind power a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 19.51 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 104.04 lightning and 104.04 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
| Quiver | barbed quiver of elven-wood arrows of annihilation (17/17, 75-105 power, 25 apr)3.0 T4 arrow ammo [Ego++] Master Power 75.0 - 105.0 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +28.5% Capacity 17 Proj.spd +200% On Crit: * Wound the target dealing 391 physical damage across 5 turns and reducing healing by 50% While equipped: Arrows are used with bows to pierce your foes to death. |
| Light source | dwarven lantern 'Chamuthel'1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +5 Con ----- def ----- Defense +10 (+2 eff.) Resists +13% blight +6% fire +9% light +12% mind Phys.save +6 (+1 eff.) Mind.save +13 (+4 eff.) Max.HP +68.00 HP.reg +16.00 ---------- misc Light +5 See.Stealth +24 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Infused Cerebrum (8 def, 0 armour) 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+3 eff.) Acc +25 (+5 eff.) ----- def ----- Defense +8 (+1 eff.) Fear- -60% ---------- misc Light +7 Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
| Tool | Vileorder the dragonbone wand of shielding [power 560] (20 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +9 Mag +4 Con dps ---------- Res.pen +27% nature Melee Ret 11 fire On Hit (Melee): * 21% chance to reduce all saves and defense by 37 ---------- misc See.Invis +15 Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 35% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | voratun ring 'Polytta'0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +8 Dex +7 Cun dps ---------- Dmg.mod +3% temporal Acc +12 (+2 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Resists +9% nature +19% blight Max.HP +33.00 Poison- +28% Disease- +24% Disarm- +44% Pinning- +34% Knockbk- +43% Rings make your fingers look great! |
| On fingers | Morningmark the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Str +8 Mag +16 Cun +10 Con dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +15 (+3 eff.) Dmg.mod +26% light Res.pen +15% mind On Hit (Melee): * 24% chance to reduce damage dealt by 30% * 10% chance to reduce all saves and defense by 37 ----- def ----- Defense +20 (+4 eff.) Resists +49% light ---------- misc Light +4 Rings make your fingers look great! |
| Around waist | noble's hardened leather belt of magery 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +7 Mag +10 Wil +5 Cun dps ---------- Spell.crit +5% Against +25% Summoned ----- def ----- Fatigue -20% D.Red.from +26% Summoned ---------- misc Max.enc +50 A belt that goes around your waist. |
| In main hand | enhanced dragonbone longbow of piercing 4.0 T5 longbow 2H weapon [Ego++] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit.r1 +90 20% chance of physical repulsion While equipped: Stats +12 Str +15 Dex +20 Mag +9 Wil +11 Cun +12 Con dps ---------- Res.pen +18% all Acc +38 (+7 eff.) Apr +15 Longbows are used to shoot arrows at your foes. |
| On hands | Searpall (0 def, 9 armour) 1.0 T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Dex +10 Mag +9 Wil dps ---------- Spell.pwr +16 (+3 eff.) Melee+ 19 arcane Dmg.mod +6% cold +8% arcane +18% fire Acc +25 (+5 eff.) ----- def ----- Armour +9 Resists +6% cold +9% arcane +18% mind Mind.save +15 (+4 eff.) Max.HP +79.00 HP.reg +11.00 Disarm- +100% ---------- misc Stam/turn +2.00 Max.stam +40.00 Talents +5 Iron Grip Unarmed combat: Power 38.5 - 42.4 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +25 Apr +5 Crit +16.0% Atk.spd 100% Melee+ +19 arcane On Hit: 10% Battle Shout 5 On Hit: 10% Nightmare 5 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | rejuvenating drakeskin leather armour of alacrity (20 def, 8 armour) 9.0 T5 light armor [Ego+] Nature/Master While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Melee Ret 0 physical ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% HP.reg +5.50 ---------- misc Stam/turn +2.50 A suit of armour made of leather. |
| Cloak | elven-silk cloak 'Kolesus' (18 def, 9 armour) 2.0 T5 cloak armor [Rare] Master While equipped: Stats +8 Mag ----- def ----- Armour +9 Defense +18 (+3 eff.) Resists +30% lightning +0% cold +0% nature Crit.dmg- 15.00% Phys.save +20 (+5 eff.) Spell.save +25 (+6 eff.) Mind.save +21 (+6 eff.) Die.at -60.00 life Disarm- +20% Stun/Frz- +50% Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glassra the voratun amulet0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +11 Str +10 Mag +4 Cun ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +28% temporal Res.Cap +7% all Crit.dmg- 17.75% Phys.save +48 (+12 eff.) Spell.save +20 (+5 eff.) Mind.save +22 (+6 eff.) Pinning- +49% Knockbk- +50% Amulets make your neck look great! |
Inventory
Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
medical injector implant (efficiency 179% / cooldown 97%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 97%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 270% / cooldown 52%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 270% efficiency and cooldown mod of 52%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 23%; reduction 4; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the psychic (die at -938; dur 9; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -938 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 938 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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. |
ethereal rune of the wizard (power 44; resist 48%; move 45%; dur 5; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 48% all resistance, you move 45% faster, and you are invisible (power 44). Its effects scale with your Magic stat. 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 psychic (absorb 199; 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 199 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 Willpower 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 wizard (absorb 246; 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 246 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 Magic 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 |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
copper amulet 'Aerubeth' =will=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil ----- def ----- Resists +12% light +10% darkness Phys.save +3 (+1 eff.) Max.HP +40.00 Blind- +23% Knockbk- +20% Amulets make your neck look great! |
copper amulet of constitution (+2) =con=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
Cyruwe the Blizzardbone0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Str +5 Mag +7 Wil +4 Cun dps ---------- Res.pen +10% cold Melee Ret 10 cold ---------- misc Light +2 Infravis +3 Amulets make your neck look great! |
starlit steel amulet of constitution (+3) =con=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% light +16% darkness Blind- +22% Amulets make your neck look great! |
wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
protective gold amulet of magic (+6)0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +6 Mag ----- def ----- Armour +5 Defense +8 (+1 eff.) Res.Cap +5% all Phys.save +12 (+3 eff.) Amulets make your neck look great! |
Emanne the Shadowhacker =con=0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +7 Cun +12 Con dps ---------- Mov.spd +10% Dmg.mod +6% mind Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Fatigue -6% Resists +6% mind +15% darkness Phys.save +18 (+4 eff.) Spell.save +18 (+5 eff.) Mind.save +18 (+5 eff.) HP.reg +5.00 ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.3 Pwr.cost 50 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 21/30 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. |
Torigrim =con=0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Dex +6 Cun +10 Con dps ---------- Res.pen +15% physical Acc +30 (+5 eff.) ----- def ----- Crit.dmg- 15.00% Phys.save +8 (+2 eff.) Rings make your fingers look great! |
copper ring 'Iselrarin' =con=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con ----- def ----- Resists +3% acid +9% temporal +9% blight Spell.save +20 (+5 eff.) Blind- +20% ---------- misc Max.stam +15.00 Rings make your fingers look great! |
rogue's copper ring of tenacity =cun=0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+0 eff.) Max.HP +20.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
steel ring 'Skyvile'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Mag +2 Wil +2 Cun +1 Con dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +8 (+1 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +6% lightning +6% nature +5% all Rings make your fingers look great! |
Cloudstone the gold ring =dex=0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% acid +12% lightning Res.pen +20% lightning Acc +6 (+1 eff.) Melee Ret 6 nature 10 lightning ----- def ----- Resists +6% lightning Rings make your fingers look great! |
gladiator's gold ring =str/con=0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +9 (+2 eff.) Rings make your fingers look great! |
gladiator's gold ring of sensing =str/con=0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Blind- +23% ---------- misc Infravis +3 See.Stealth +11 See.Invis +11 Rings make your fingers look great! |
sneakthief's gold ring =dex=0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +5 (+1 eff.) Rings make your fingers look great! |
wizard's gold ring of the mind (+13%)0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +13% mind ----- def ----- Resists +13% mind Spell.save +8 (+2 eff.) Rings make your fingers look great! |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
pixie's voratun ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Rings make your fingers look great! |
pixie's voratun ring of perseverance0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +4 Mag dps ---------- Spell.pwr +9 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +42% Rings make your fingers look great! |
treant's voratun ring of corrosion (+11%)0.1 T5 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +19% acid ----- def ----- Resists +11% blight +14% nature +38% acid Poison- +21% Disease- +30% Rings make your fingers look great! |
voratun ring0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
voratun ring 'Ce'Nynor'0.1 T5 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +6 Defense +30 (+6 eff.) Resists +9% nature Phys.save +13 (+3 eff.) Spell.save +16 (+4 eff.) Mind.save +18 (+5 eff.) Die.at -80.00 life Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+9 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 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
ethereal dragonbone vilestaff of fate (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +23 (+4 eff.) Dmg.mod +30% darkness Phasing +30% ----- def ----- Defense +23 (+4 eff.) Shield.pwr +20% Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of breaching (30-36 power, 6 apr, physical element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +37.00% Spell.pwr +25 (+5 eff.) Melee+ 29 fire Dmg.mod +30% physical Res.pen +15% physical ---------- misc See.Invis +18 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone magestaff of channeling (37-44 power, 6 apr, cold element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 37.0 - 44.4 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +38 (+7 eff.) Dmg.mod +37% cold ---------- misc Mana/turn +0.46 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Latafayn (68-109 power, 5 apr)3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 175% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
blazebringer's stralite longsword of enduring (32-46 power, 5 apr) =con=3.0 T4 longsword 1H weapon [Ego++] Nature Power 32.5 - 45.5 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +44 fire While equipped: Stats +11 Con +9 Wil dps ---------- All.spd +6% Res.pen +9% fire ----- def ----- Max.HP +62.00 Sharp, long, and deadly. |
chilling voratun longsword of massacre (51-71 power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Arcane/Master Power 51.0 - 71.4 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +18 cold Sharp, long, and deadly. |
voratun waraxe of corruption (38-54 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane Power 38.5 - 53.9 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 One-handed war axes. |
voratun waraxe of shearing (40-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 39.5 - 55.3 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +15% all Acc +25 (+5 eff.) Apr +14 One-handed war axes. |
arcing steel dagger of rage (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Master Power 13.0 - 16.9 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 136 damage While equipped: Stats +5 Str dps ---------- Dmg.mod +8% physical Acc +13 (+2 eff.) 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 100% Mag, 50% Dex Mastery Strength of Purpose 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. |
dwarven-steel dagger 'Chamorion' (14-19 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 14.5 - 18.9 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +11 blight +8 cold On Hit.r1 +0 20% chance of physical repulsion On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 36 While equipped: dps ---------- Dmg.mod +9% physical Res.pen +15% physical +7% all Acc +10 (+2 eff.) Apr +7 ----- def ----- Die.at -40.00 life Disease- +10% ---------- misc Max.stam +30.00 Sharp, short and deadly. |
acidic voratun dagger of amnesia (40-51 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Arcane/Psionic Power 39.5 - 51.4 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 227 damage over 5 turns and reducing armor and accuracy by 29 Sharp, short and deadly. |
enhanced voratun dagger of ruin (37-48 power, 9 apr) =all stats=1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 37.0 - 48.1 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +13 Str +9 Dex +10 Mag +10 Wil +8 Cun +6 Con dps ---------- Phys.crit +13.0% Crit.mult +31.00% Apr +10 Sharp, short and deadly. |
quick voratun dagger of the mystic (39-51 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 39.0 - 50.7 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +0 20% chance of physical repulsion While equipped: Stats +5 Dex +8 Mag +11 Wil dps ---------- Spell.pwr +12 (+2 eff.) Phys.spd +10% Acc +15 (+3 eff.) Sharp, short and deadly. |
projecting thorny mindstar of resolve (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 7.5 - 8.2 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +16% lightning +15% fire +12% cold ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection 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. |
protector's thorny mindstar of disruption (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Disrupt Power 8.5 - 9.4 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +20% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) ----- def ----- Resists +7% all ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic 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. |
absorbing living mindstar (17-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Resists +21% lightning +17% fire +24% cold ---------- 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. |
warbringer's voratun steamsaw of enduring (40-60 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 150% Mag Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +103 Uses 1.0 Steam While equipped: Stats +20 Con +15 Wil dps ---------- Phys.pwr +14 (+3 eff.) Res.pen +15% physical ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Max.HP +110.00 Disarm- +35% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
swiftstrike yew longbow of enduring4.0 T3 longbow 2H weapon [Ego++] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +15 Wil +6 Cun +12 Con dps ---------- Phys.spd +10% ----- def ----- Max.HP +105.00 Longbows are used to shoot arrows at your foes. |
yew longbow of true flight4.0 T3 longbow 2H weapon [Ego+] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: dps ---------- Phys.crit +15.0% Acc +14 (+3 eff.) Longbows are used to shoot arrows at your foes. |
halfling drakeskin leather sling of enduring4.0 T5 sling 1H weapon [Ego++] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Con +15 Wil dps ---------- Dmg.mod +21% physical ----- def ----- Max.HP +94.00 ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
warden's drakeskin leather sling of recursion4.0 T5 sling 1H weapon [Ego++] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: Stats +7 Mag dps ---------- Dmg.mod +9% temporal +11% physical Res.pen +10% temporal +13% physical ---------- misc Reload +5 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
runic voratun steamgun of true flight4.0 T5 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Arcane Vortex 5 Uses 2.0 Steam While equipped: Stats +5 Mag dps ---------- Phys.crit +13.0% Spell.pwr +10 (+2 eff.) Dmg.mod +13% arcane Acc +12 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed quiver of ash arrows of annihilation (19/19, 38-54 power, 16 apr)3.0 T2 arrow ammo [Ego++] Master Power 38.5 - 53.9 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +24.5% Capacity 19 Proj.spd +200% On Crit: * Wound the target dealing 391 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of elven-wood arrows (14/17, 64-90 power, 14 apr)3.0 T4 arrow ammo [Ego+] Master Power 64.5 - 90.3 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +17.5% Capacity 17 On Crit: * Wound the target dealing 391 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Nimnir the quiver of dragonbone arrows (21/21, 77-108 power, 18 apr)3.0 T5 arrow ammo [Rare] Master Power 77.0 - 107.8 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 21 Ranged+ +20 blight On Hit.r1 +20 mind +20 blight On Crit.r2 +20 mind Arrows are used with bows to pierce your foes to death. |
pouch of voratun shots of grasping (22/22, 53-64 power, 6 apr)3.0 T5 shot ammo [Ego+] Nature Power 53.0 - 63.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 On Hit: * 20% chance to create vines that bind the target to the ground dealing 251 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
storming pouch of voratun shots of erosion (22/22, 51-61 power, 6 apr)3.0 T5 shot ammo [Ego] Nature Power 51.0 - 61.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 Ranged+ +17 lightning +18 nature On Crit.r2 +15 lightning Shots are used with slings to pummel your foes to death. |
wrathful voratun shield (0 def, 10 armour, 68-82 power, 198.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 68.0 - 81.6 Physical Uses 150% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +198 On Crit.r2 +30 light +35 fire While equipped: dps ---------- On shield block: * Deals 204 light and fire damage to each enemy blocked ----- def ----- Armour +10 Fatigue +8% Resists +13% light +14% fire ---------- misc Talents +1 Block Handheld deflection devices. |
mindwoven cashmere robe of corrosion (+28%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) Dmg.mod +19% acid ----- def ----- Resists +28% acid +11% all Mind.save +24 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Buhir (0 def, 0 armour) =magic/sil=2.0 T4 cloth armor [Rare] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Crit.mult +20.00% Spell.pwr +15 (+3 eff.) S.pwr/crit +6 Dmg.mod +15% arcane +21% blight ----- def ----- Resists +13% all Phys.save +12 (+3 eff.) Spell.save +15 (+4 eff.) Silence- +37% ---------- misc Mana/s.crit +2.00 Max.vim +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+4 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
elven-silk robe 'Urthoran' (25 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +7 Str +24 Mag +14 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +27% lightning +30% temporal +20% cold +43% physical Res.pen +11% temporal +10% physical ----- def ----- Defense +25 (+5 eff.) Resists +14% lightning +11% cold +5% arcane +15% all Anom.red +16 Blind- +20% ---------- misc Mana/turn +0.38 Psi/turn +0.36 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+1 eff.) ----- def ----- Resists +13% blight +15% all Mind.save +29 (+8 eff.) Max.HP +67.00 HP.reg +5.60 Heal.mod +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +21% acid HP.reg +3.50 ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
drakeskin leather armour of Toknor (20 def, 8 armour)9.0 T5 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +9 (+2 eff.) ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
drakeskin leather armour of natural resilience (20 def, 8 armour)9.0 T5 light armor [Ego+] Disrupt While equipped: ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +15% nature +14% blight D.Red.from +15% Unnatural A suit of armour made of leather. |
marauder's drakeskin leather armour of the wind (41 def, 8 armour)9.0 T5 light armor [Ego++] Master While equipped: Stats +10 Str +10 Dex dps ---------- Phys.crit +9.0% Apr +20 ----- def ----- Armour +8 Defense +41 (+8 eff.) Fatigue +8% Phys.save +20 (+5 eff.) ---------- misc Stam/turn +1.30 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 299 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+2 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 47.86 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
searing voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 16 acid 21 fire Melee Ret 14 acid 13 fire ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +26% acid +29% fire A suit of armour made of mail. |
voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Max.HP +60.00 HP.reg +9.00 Heal.mod +20% A suit of armour made of mail. |
enlightening voratun plate armour of implacability (0 def, 26 armour)17.0 T5 massive armor Reqs Massive armour training [Ego++] Master/Psionic While equipped: Stats +8 Cun +9 Wil ----- def ----- Armour +26 Fatigue +13% Phys.save +10 (+2 eff.) Mind.save +21 (+6 eff.) A suit of armour made of metal plates. |
hardened voratun plate armour of delving (0 def, 22 armour)17.0 T5 massive armor Reqs Massive armour training [Ego++] Master While equipped: Stats +10 Str ----- def ----- Armour +22 Fatigue +22% Resists +12% acid +25% physical +16% darkness +11% fire +12% lightning +11% cold ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
rejuvenating voratun plate armour of natural resilience (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +17% nature +20% blight D.Red.from +13% Unnatural HP.reg +7.30 ---------- misc Stam/turn +2.50 A suit of armour made of metal plates. |
Glerama the rough leather belt =dex=1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +6 Lck dps ---------- Phys.crit +1.0% ----- def ----- Resists +3% acid Stealth +6 Heal.mod +20% Stun/Frz- +20% ---------- misc T.Disarm +5 Stam/turn +2.00 Infravis +4 A belt that goes around your waist. |
Armonik the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane While equipped: Stats +3 Dex +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +12% physical Apr +3 Melee Ret 6 temporal ----- def ----- Resists +15% light +15% darkness Mind.save +15 (+4 eff.) Anom.red +20 Max.HP +111.00 ---------- misc Max.mana +80.00 Max.stam +56.00 Max.hate +20.00 Max.psi +40.00 Max.vim +32.00 Max.P.En +37.00 Max.N.En +37.00 A belt that goes around your waist. |
Ulfedan =con=1.0 T5 belt armor [Rare] Master While equipped: Stats +5 Str +4 Dex +10 Con dps ---------- Phys.crit +2.0% Dmg.mod +20% physical Res.pen +15% physical Apr +2 ----- def ----- Defense +30 (+6 eff.) A belt that goes around your waist. |
Chamelamas the cashmere cloak (10 def, 0 armour) =dex=2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Dex +2 Wil dps ---------- Res.pen +10% mind ----- def ----- Defense +10 (+2 eff.) Resists +0% cold +9% mind +0% nature Phys.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kindlewar the pair of rough leather boots (0 def, 1 armour) =con=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +1 Wil +1 Cun +3 Con dps ---------- Melee Ret 4 fire ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+1 eff.) ---------- misc Max.enc +23 Infravis +3 A pair of boots made of leather. |
Morningvalor (0 def, 3 armour) =dex=2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +9 Dex dps ---------- Phys.crit +3.0% Dmg.mod +3% light ----- def ----- Armour +3 Spell.save +6 (+2 eff.) Stealth +6 Silence- +20% ---------- misc Stam/turn +1.00 Max.stam +10.00 A pair of boots made of leather. |
pair of hardened leather boots 'Islalradhewe' (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Phys.crit +5.0% Mov.spd +25% ----- def ----- Armour +3 Resists +18% fire +6% temporal Spell.save +15 (+4 eff.) Die.at -40.00 life HP.reg +4.00 Confus- +20% Teleport- +20% A pair of boots made of leather. |
Flamepride the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag +9 Wil +6 Cun dps ---------- Phys.crit +5.0% Phys.pwr +6 (+1 eff.) Dmg.mod +21% fire Res.pen +13% physical On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Resists +12% fire +3% mind +15% temporal Phys.save +15 (+4 eff.) Spell.save +13 (+3 eff.) Mind.save +14 (+4 eff.) ---------- misc Stam/turn +1.20 Max.stam +27.00 Blink to a nearby random location (rad 12) Puts all charms on 25 cooldown A pair of boots made of leather. |
eldritch pair of drakeskin leather boots of rushing (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Mag +5 Wil +3 Con dps ---------- Spell.crit +2% ----- def ----- Armour +5 ---------- misc Mana/turn +0.22 Max.mana +44.00 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Daganaridur the Searbright (14 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Dex +5 Mag +2 Wil +3 Con dps ---------- Phys.pwr +17 (+3 eff.) Spell.pwr +4 (+1 eff.) Mind.pwr +11 (+3 eff.) Dmg.mod +9% fire Res.pen +5% fire ----- def ----- Armour +5 Defense +14 (+2 eff.) Fatigue +4% Crit.dmg- 10.00% ---------- misc See.Invis +6 Blink to a nearby random location (rad 11) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour) =dex=3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+1 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
eldritch pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +5% ----- def ----- Armour +5 Fatigue +4% ---------- misc Mana/turn +0.52 Max.mana +60.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of voratun boots of strife (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Wil +6 Cun +11 Con dps ---------- Mind.pwr +8 (+2 eff.) Res.pen +10% physical ----- def ----- Armour +5 Fatigue +4% Phys.save +24 (+6 eff.) Mind.save +24 (+6 eff.) Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady rough leather gloves of the iron hand (0 def, 1 armour) =con=1.0 T1 hands armor [Ego+] Master/Psionic While equipped: Stats +2 Str +2 Wil +3 Con dps ---------- Acc +6 (+1 eff.) ----- def ----- Armour +1 Phys.save +5 (+1 eff.) Mind.save +5 (+2 eff.) Disarm- +41% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Disarm 1 On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gunugar the Shimmerfame (0 def, 2 armour) =str/dex=1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Str +6 Dex +2 Mag +3 Wil +4 Cun dps ---------- Res.pen +10% lightning Acc +7 (+1 eff.) Apr +7 ----- def ----- Armour +2 ---------- misc Infravis +2 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +10 Crit +3.0% Atk.spd 100% On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of spellstriking (0 def, 7 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +7 Mag +7 Wil dps ---------- Spell.pwr +9 (+2 eff.) Melee+ 7 arcane Dmg.mod +7% arcane ----- def ----- Armour +7 Resists +7% arcane Mind.save +10 (+3 eff.) Max.HP +58.00 Unarmed combat: Power 32.5 - 35.8 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +5 Crit +5.0% Atk.spd 100% Melee+ +11 arcane On Hit: 10% Battle Shout 5 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming voratun gauntlets of spellstriking (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +3 Mag +6 Wil dps ---------- Spell.crit +4% Spell.pwr +24 (+5 eff.) Melee+ 5 arcane Dmg.mod +4% arcane ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane ---------- misc Mana/turn +0.21 Unarmed combat: Power 29.5 - 41.3 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +19 arcane On Hit: 10% Manathrust 3 On Hit: 10% Elemental Bolt 5 Metal gloves protecting the hands up to the middle of the lower arm. |
starseer's cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +6% light +5% temporal +3% darkness +8% physical ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
Isibrera the elven-silk wizard hat (18 def, 0 armour)2.0 T5 head armor [Rare] Arcane While equipped: Stats +10 Mag dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Defense +18 (+3 eff.) Resists +9% blight +5% arcane +9% darkness Spell.save +15 (+4 eff.) Mind.save +9 (+3 eff.) Confus- +20% A pointy cloth hat, very wizardly... |
drakeskin leather hat of sanctity (0 def, 5 armour)2.0 T5 head armor [Ego+] Arcane While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +14% darkness Spell.save +13 (+3 eff.) Mind.save +12 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 36 light damage to everyone else who enters. The circle lasts 5 turns. A hat made of leather. Very stylish. |
Ravenusher the hardened leather cap (0 def, 3 armour) =str/dex=2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +6 Dex +0 Cun dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness Melee Ret 6 fire ----- def ----- Armour +3 Fatigue +3% Resists +6% acid +12% fire +3% darkness Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 530.2 Physical damage. If the attack hits, the target is confused (44% 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. |
Un'fezan's Cap (1 def, 0 armour) =cunning=2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+1 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.3 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% cold ---------- misc Breathe water A cap made of leather. |
Brass Goggles (10 def, 0 armour) =cun=2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+2 eff.) Acc +20 (+4 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
dragonslayer's drakeskin leather cap of ire (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con ----- def ----- Armour +5 Fatigue +5% Resists +13% acid +15% fire +15% lightning +15% cold Phys.save +15 (+4 eff.) Mind.save +14 (+4 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) =str/con=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 (+3 eff.) Spell.save +12 (+3 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. |
leafwalker's voratun helm of ire (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +5 Str +4 Con ----- def ----- Armour +5 Fatigue +5% Resists +13% nature Phys.save +15 (+4 eff.) Spell.save +9 (+2 eff.) Mind.save +12 (+3 eff.) Max.HP +106.00 Heal.mod +19% Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
9 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. |
13 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. |
15 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 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. |
12 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. |
4 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. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
3 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. |
2 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. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
17 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. |
10 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. |
12 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. |
3 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 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. |
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. |
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. |
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. |
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. |
908 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. |
65 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. |
Belassra =dex=2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 65% ----- def ----- Resists +6% blight +3% darkness +6% acid Phys.save +5 (+1 eff.) Heal.mod +11% ---------- 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. |
Morningrazor the brass lantern =will=2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% acid +6% mind +3% light Res.pen +15% acid ----- def ----- Resists +3% blight +6% fire +3% nature ---------- 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. |
Shockfame the brass lantern =str=2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str dps ---------- Melee Ret 10 lightning ----- def ----- Resists +3% lightning Max.HP +42.00 ---------- misc Light +3 Infravis +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Chamatogen1.0 T5 lite [Rare] Master While equipped: Stats +13 Cun dps ---------- Spell.crit +4% Dmg.mod +18% blight ---------- misc Max.mana +80.00 Max.hate +8.00 Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
voratun armour reinforcement0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +5 Hardiness +20% Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
stralite spike attachment0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 40 physical ----- def ----- Armour +16 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
well-made waterproof coating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +15% nature +15% cold Tinkers can be attached to normal items to improve them with steam power! |
stralite kinetic stabiliser0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +12 (+3 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
stralite grip0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulator0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun ----- def ----- Mind.save +12 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
good explosive shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunderclap coating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag On Hit.r1 +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Rootgrit (dig speed 12 turns)3.0 T3 digger tool [Random Unique] Master/Psionic While equipped: Stats +5 Str +4 Dex +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Mov.spd +10% Dmg.mod +10% mind +11% fire Res.pen +10% fire Melee Ret 2 blight 2 temporal On Hit (Melee): * 10% chance to slow global speed by 65% ----- def ----- Resists +3% nature +9% temporal Mind.save +10 (+3 eff.) ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Fortune's Eye =cun=2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 857.50 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 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 1040.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Shadowbutcher of the Blightspawn [power 2] (25 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Spell.crit +3% Crit.mult +5.00% Res.pen +15% blight +10% cold On Melee Ret: * 30% chance to reduce strength, dexterity, and constitution by 36 * 20% chance to reduce damage dealt by 30% ---------- misc Mana/s.crit +2.00 Max.mana +60.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Chalidustir the Infernooozer [power 548] (15 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +18% acid ----- def ----- Resists +24% fire +24% darkness +6% arcane Crit.dmg- 18.70% Blind- +25% Poison- +25% Disarm- +25% Heal yourself and all friendly characters within 10 spaces for 548 Puts all charms on 15 cooldown 100% to heal for 105. Natural totems are made by powerful wilders to store nature power. |
Bogsnake [power 206] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +20% acid +10% fire +15% nature ----- def ----- Resists +30% acid Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded yew wand of shielding [power 296] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +4 acid +4 light +4 nature +4 darkness Talents +1 Ward Create a shield absorbing up to 296 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
innervating dragonbone wand of shielding [power 536] (20 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 536 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 40% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
innervating dragonbone wand of shielding [power 500] (20 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 500 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 34% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "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 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 View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 25
62nd Haze 122nd year of Ascendancy at 06:24 see stats
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 36
9th Pyre 123rd year of Ascendancy at 01:03 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 47
61st Dusk 123rd year of Ascendancy at 13:36 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 36
7th Pyre 123rd year of Ascendancy at 01:47 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 29
30th Regrowth 123rd year of Ascendancy at 01:34 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 39
52nd Pyre 123rd year of Ascendancy at 01:13 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 47
63rd Dusk 123rd year of Ascendancy at 01:39 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 45
51st Dusk 123rd year of Ascendancy at 04:43 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 38
48th Pyre 123rd year of Ascendancy at 20:54 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 22
43rd Haze 122nd year of Ascendancy at 09:36 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 43
19th Dusk 123rd year of Ascendancy at 03:22 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 16
40th Dusk 122nd year of Ascendancy at 14:15 see stats
Demonic Invasion (Nightmare (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 46
59th Dusk 123rd year of Ascendancy at 11:16 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 37
45th Pyre 123rd year of Ascendancy at 11:38 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 37
44th Pyre 123rd year of Ascendancy at 10:16 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 24
44th Haze 122nd year of Ascendancy at 04:32 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 50
42nd Haze 123rd year of Ascendancy at 10:19 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 19
66th Dusk 122nd year of Ascendancy at 14:00 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 28
1st Allure 123rd year of Ascendancy at 20:23 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 50
38th Haze 123rd year of Ascendancy at 05:52 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 33
60th Regrowth 123rd year of Ascendancy at 18:43 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 48
63rd Dusk 123rd year of Ascendancy at 07:29 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 31
44th Regrowth 123rd year of Ascendancy at 20:19 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 10
2nd Flare 122nd year of Ascendancy at 06:59 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 20
73rd Dusk 122nd year of Ascendancy at 18:05 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 30
41st Regrowth 123rd year of Ascendancy at 09:07 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 40
56th Pyre 123rd year of Ascendancy at 18:53 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 50
73rd Dusk 123rd year of Ascendancy at 22:20 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 50
37th Haze 123rd year of Ascendancy at 01:52 see stats
Paradoxology (Nightmare (Adventure) difficulty)
Both killed your future self and got killed by your future self.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 22
43rd Haze 122nd year of Ascendancy at 05:28 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 50
11st Haze 123rd year of Ascendancy at 03:34 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 19
71st Dusk 122nd year of Ascendancy at 13:34 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 27
78th Haze 122nd year of Ascendancy at 17:39 see stats
Self-killer (Nightmare (Adventure) difficulty)
Killed your future self.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 22
43rd Haze 122nd year of Ascendancy at 05:28 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 47
61st Dusk 123rd year of Ascendancy at 04:38 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 28
9th Regrowth 123rd year of Ascendancy at 11:42 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 38
45th Pyre 123rd year of Ascendancy at 17:52 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 50
42nd Haze 123rd year of Ascendancy at 10:18 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 9
1st Summertide 122nd year of Ascendancy at 23:38 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 21
6th Haze 122nd year of Ascendancy at 12:07 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 50
42nd Haze 123rd year of Ascendancy at 10:19 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 8
8th Mirth 122nd year of Ascendancy at 16:02 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 40
79th Pyre 123rd year of Ascendancy at 21:00 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 26
76th Haze 122nd year of Ascendancy at 19:18 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 18
62nd Dusk 122nd year of Ascendancy at 20:56 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 35
6th Pyre 123rd year of Ascendancy at 07:59 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Adventure) difficulty)
Killed the weaver queen and the temporal defiler.By throwing dogs at my problems (positively) the Shalore Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 16:47 see stats
Log
Throwing dogs at my problems (positively) picks up ( .): eldritch pair of voratun boots (0 def, 5 armour).
Throwing dogs at my problems (positively) picks up ( .): dragonslayer's drakeskin leather cap of ire (0 def, 5 armour).
Throwing dogs at my problems (positively) picks up ( .): mindwoven elven-silk robe of life (0 def, 0 armour).
Lore found: ominous, dark runed staff
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 8 turns (stop reason: learnt lore).
Throwing dogs at my problems (positively) picks up (3.): Awakened Staff of Absorption (60-72 power, 60 apr, arcane element).
High Sun Paladin Aeryn receives 72 healing from High Sun Paladin Aeryn's healing light area effect.
Resting starts...
High Sun Paladin Aeryn receives 72 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 770 healing.
High Sun Paladin Aeryn receives 72 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Barrier.
High Sun Paladin Aeryn's prismatic shield fades.
High Sun Paladin Aeryn receives 72 healing from High Sun Paladin Aeryn's healing light area effect.
The shield around High Sun Paladin Aeryn crumbles.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 524 healing.
Rested for 56 turns (stop reason: all resources and life at maximum).
Throwing dogs at my problems (positively) picks up (5.): infernal dragonbone starstaff of breaching (30-36 power, 6 apr, physical element).
Throwing dogs at my problems (positively) picks up ( .): halfling drakeskin leather sling of enduring.
Throwing dogs at my problems (positively) picks up ( .): pouch of voratun shots of grasping (22/22, 53-64 power, 6 apr).
Throwing dogs at my problems (positively) picks up ( .): pearl.
Ran for 7 turns (stop reason: interesting terrain).
There is no portal to activate here.











































































































































































































